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Full text of "Apple Manual: wasteland manual"

Extracted from Ultimate RPG Archive by Underdogs 

for Home of The Underdogs, http://www.theunderdogs.org/ 



Wasteland 




Introduction 


276 


Objective 


277 


The Party 


277 


Creating Characters 


278 


CharacterProfile 


278 


Onscreen Statistics 


285 


Getting Promoted 


285 


Recruiting Allies 


286 


Commands 


286 


Combat 


288 


Weapons List 


291 


Injuries And Death 


293 


Time And Distance 


293 


Special Places 


294 


Paragraphs 


295 


Command Summary 


323 



Wasteland" 

INTRODUCTION 



T, 



he following is an excerpt from The H istory of the Desert Rangers, the 
Early Years, by Karl Allard, 2087, Allard Press, Ranger Center. Hardbound 
pp. 293, $20 gold 

Tensions grew with the coming of 1998. The United States' Citadel 
Starstation was slated to be fully operational by March. Soviet charges that the 
space station was merely a military launching platform alarmed a number of 
non-aligned nations The right wing governments in the South and Central 
Americas, many of them set up by the U.S. during the Drug Wars (1987- 
1993), pledged their support to the U.S.. The NATO nations, including the 
new African members, also declared their alliance with the U.S.. That move 
forced most of the remaining neutral powers to join the Soviet protest. In six 
short weeks, only Switzerland, Sweden, and Ireland continued to declare 
themselves neutral nations 

Two weeks before Citadel was due for full operation, the station 
transmitted a distress signal. Immediately after the message was sent, most of 
the satellites orbiting the planet were swept clean from the sky, leaving the 
great powers blind. In military panic, each sent 90% of their nuclear arsenals 
skyward. Although the destruction was tremendous, it was not complete. 
Pockets of civilization remained, some even oblivious to the military exchange. 

On the same day that the U.S. and Soviet Union were attempting to 
extinguish each other, a company of U.S. Army Engineers were in the 
southwestern deserts building transportation bridges over dry riverbeds. They 
worked deep in the inhospitable desert valleys, surrounded by a number of 
survivalist communities. Located directly south of their position on that day 
was a newly-constructed federal prison. In addition to housing the nation's 
criminals condemned to death, the prison contained light industrial 
manufacturing facilities 

Shortly after the nuclear attack began, the Engineers, seeking shelter, took 
over the federal prison and expelled the prisoners into the desert to complete 
their sentences. As the weeks passed, they invited the nearby survivalist 
communities to join them and to help them build a new society. Because of 
each community's suspicions toward one another, times were difficult at first. 
But as time nurtured trust, this settlement - which came to be known as 
Ranger Center - grew to be one of the strongest outposts. Ranger Center even 
proved powerful enough to repel the bands of rancorous criminals who 
repeatedly attacked in attempts to claim what was once "rightfully theirs." 



Waste* end" 

«) * « {» 

The citizens of Ranger Center, after first believing that they were the only 
ones who survived the nuclear maelstrom, soon realized that communities 
beyond the desert's grip had also survived. Because they had such success in 
constructing a new community, they felt compelled to help other survivors 
rebuild and live in peace. 

Toward this end, the Desert Rangers, in the great tradition of the Texas 
and Arizona Rangers a century before, were born. 



w, 



OBJ ECTIVE 



asteland is a post-nuclear holocaust adventure. Your party, the famed 
Desert Rangers, have been assigned to investigate a series of disturbances in 
the desert. After several strategy meetings, you've decided to search for clues 
in Highpool, the Agricultural Center, and the Rail Nomads' Camp, all of which 
are located to the west of Ranger Center. 

The first thing you need to do is read the Command Summary section 
(page 323) . It tells you how to get Wasteland up and running on your computer. 
It also contains a summary of the keystroke commands that you'll be using. 
Once you load the game, you'll find a party waiting by the Ranger Center. 



A 



THE PARTY 



party can have up to seven characters, four of whom you can create. 
The four that you can create are called Player Characters (PCs). The other 
three spaces are reserved for Non-Player characters (NPCs), whom you'll meet 
during the course of your adventure (see "Recruiting Allies" for more details on 
NPCs). If you don't use all of the four slots for your player characters, you can 
fill them with NPCs. 

A party of four awaits your command: Hell Razor, Angela Deth, Thrasher, 
and Snake Vargas This is a well-balanced party quite capable of seeing you 
through the entire game. You can use them or create your own characters 

There are no special advantages to the characters in the original party - no 
divine insight, no super luck, no outrageous skills You could easily create 
characters who are just as - or even more - effective. If you prefer to make 
your own characters, enter the Ranger Center to do this You'll have to delete 
one or more of the existing characters to create your own. But before you 
wipe out the existing party, take a look at their profiles first by pressing keys 
1-4 to see each one. 

At any time during the journey you can view your party roster by pressing 
the space bar. 



[277J 



Wasteland" 

CREATING CHARACTERS 

Follow these steps to create a Desert Ranger: 

Enter the Ranger Center. If this is your first time in the game, you're already at 
the Ranger Center. 

If the current party already contains four PCs, press D to delete one and make 
room for your new character. 

Press C to create a character. At the top of the screen you'll see "Create a 
character." Below are the character's attributes - the higher these values are, 
the better (see "Attributes and Personal Statistics" for details). If you're not 
satisfied with these values, press the spacebar to "reroll" the values. When 
you're satisfied, press <RETURN>. 

Name your character (up to 13 letters). 

Choose a sex. 

Select a nationality. 

Select the skills you want your character to have (see "Skills" for complete 
details). Press <RETURN> when you're done. If you make a mistake while 
allocating skills, press <CONTROL>R to re-allocate them. 

Press Y if you want to keep this character. Press N if you don't want to keep 
him or her. 

Press S to leave the Ranger Center and start the game. 



CHARACTER PROFILE 

To view any character's profile - personal statistics, possessions, and 
skills - enter the character's roster number. When you're done viewing each 
screen, press the spacebar or <RETURN> to go to the next screen, or <ESC> 
to return to the previous screen. 

Attributes and Personal Statistics 

The first screen lists your character's attributes and other miscellaneous 
personal statistics. 

Strength (ST): The ability to overpower enemies or to lift, move, and 
break items. This is important in hand-to-hand combat and in physical tasks 
such as breaking down doors. 



Waste* end" 

H > < 1» 

Intelligence (IQ): How well a character thinks and solves problems. This 
is probably the most important attribute because it determines which and 
how many skills a character may master. Certain skills can only be mastered 
by characters with an IQ of a certain level or above. Characters start with 
skill points equal to their IQ. During the course of the game, you'll definitely 
want to raise your IQ. 

Luck (LK): Lucky characters tend to find more things and avoid more 
damage than unlucky ones. Luck also improves your odds in hand-to-hand 
combat. 

Speed (SP): How quickly you move, which helps you escape tight 
situations. 

Agility (AGL): H ow deftly you move. High agility enhances your 
acrobatic ability, so you can do things like dodge blows and jump on tables. 
The higher this value, the better you'll perform in hand-to-hand combat. 

Dexterity (DEX): Ability to master fine movements like picking locks or 
aiming weapons. Dexterity is very important in combat, and extremely 
useful in mastering the "thiefly" arts. 

Charisma (CH R): This attribute lets you know how likable or persuasive 
a character is. Although it may seem like a trivial trait, it might well make 
the difference between life and death as you try to convince someone that 
you're trustworthy. Charisma also affects how an NPC will react to you 
when you want to hire him or trade equipment. 

Skill Points (SKP): When you first create a character, this value is 
identical to IQ. The more skill points you have, the more skills you can 
learn. You can acquire more skill points during the game (see "Skills" for 
more details). 

Rank: Each character starts out as a private. As you acquire experience 
points, you can radio back to Ranger Center for a field promotion. Each 
time you're promoted, your rank changes, your maximum constitution goes 
up by two points, and you get an additional two points to invest in any 
attribute. Rank does not affect how orders are given or taken since your 
characters are equal members of a team. A high rank, however, could 
impress civilians enough so you can get into places where regular folks 
can't go. 

Maximum Constitution (MAXCON): The higher this is, the more of 
a beating you can take before you die. This value is the same as MAX on 
the onscreen statistics 



Wasteland" 

«) > l [» 

$ : The total cash this character is carrying. 

Sex: Sex only affects what bathroom he or she has access to. 

Nationality: Choose from U.S., Russian, Mexican, Indian, or Chinese. 

P)ool : Press P to command all the party members to pool their cash and 
give it to this character. 

D)iv: Press D to have this character evenly distribute his cash among all 
the party members. If you have disbanded into several groups, only those in 
the same group as the character who is dividing his cash will share in the 
wealth. 

Items 

The second screen lists what items your character owns. You can carry up 
to 30 items that you find or buy during your travels. Don't immediately toss 
away items that seem useless. It can actually be an important fragment from a 
greater, more powerful item. Many items can be sold for cash at various 
stores 

A precaution about picking up items: once you pick something up, you 
have to keep it or drop it. If you drop it, it will vanish into the depths of 
Wasteland, never to be seen again. If you have no intention of picking up an 
item to keep (maybe because you're already carrying the maximum amount 
and you don't want to drop anything), you should leave it where it is That 
way, you can come back for it later (and you better remember, too, or you 
may miss out on some loot hidden beneath the item). 

To give or show something to someone who is not a party member, use 
the item on the space that you're on by pressing the spacebar. 

Press the number that represents the item you'd like to use, and you'll get 
the following choices: 

Reload : If you select an ammo clip that fits your currently-equipped 
weapon, you're asked if you want to reload. 

U njam: If you choose a jammed weapon, you'll be asked if you want to 
unjam it. If you successfully unjam the weapon, you'll lose the clip that was 
in it, leaving you with an unloaded weapon. Don't forget to reload before 
you're ambushed by a bunch of bikers 

D rop: Drop removes something from your list forever. You'll probably only 
use this command if you're carrying a full load, and need to drop 
something 



Waste* end" 

«i > « {» 

in order to pick up another item. You can also use this command to drop 
something that's broken (but keep in mind that broken items can be 
repaired or sold). 

Trade: Trade lets you give items to another character. Enter the number of 
the intended recipient and the trade will be made. NPCs have a mind of 
their own, and may not always want to give their items away. 

unEquip: To equip an item so it's ready to use, press E. If you use this 
while you're already equipped, the chosen item will replace the previously- 
equipped item. You can only have one type of armor and one type of 
weapon equipped at any given time. The weapon you equip shows up in 
the onscreen statistics below WEAPON. When a piece of armor is properly 
equipped, your armor class reflects the change. 

Skills 

The third screen shows the character's skills and skill levels. The skills you 
possess weigh heavily in your success Each character should have a slightly 
different repertoire, so the whole party benefits from a greater variety of skills, 
one character could specialize in gambling, lockpicking, and forgery, whle 
another could excel in demolition, brawling, and climbing. 

Medical skills are something that more than one character should possess. 
All the skills in the world don't amount to anything if a character's flat on his 
back, too weak to use them. The more characters who possess medical savvy, 
the safer the party is. 

Since you must have a minimum IQ to be able to learn certain skills, the 
higher your IQ, the more skills you get to choose from. You simply can't learn 
the more technical skills if you're not smart enough. 

LVL: The level of your skill. The higher this is, the better you are. You can 
invest skill points into any skill as many times as you like; each time you 
invest in a skill, the skill level goes up. Skills also improve as you use them. 

Since the cost of each successive skill level rises dramatically, improving a 
skill by using it is a cheap, effective method of gaining skill levels. 



Note: When creating a character or when visiting a library, you'll see the 
total available skill points at the top of the screen. (Your skill point value is 
the same as your initial IQ value.) To select a skill, enter its number. If you 
make an error, you can start your selecting over again by pressing 
<CONTROL>R. Press <ESC> to exit this character profile entirely. 



Wasteland" 

I Q : The minimum IQ you must have to use this skill. 

PTS: How many skill points it will cost to acquire this skill. Initially, you | 
can select a skill more than once; in fact, this is how you become more 
adept (or advance in levels) at this skill. Once you select a skill, the point 
cost doubles as each successive skill level becomes more costly. 

Don't be stingy with your skill points when you're creating your characters. 
You'll have the chance to acquire more skill points as you move up in the 
ranks (see "Getting Promoted" for details on how you can accumulate 
skill points). You can save a few, if you'd like, since there are several 
special places outside of the Ranger Center where you can learn more 
skills. But keep in mind that picking skills at the Ranger Center is one-shot 
deal; once you leave, you can't come back to pick more. 

Below are descriptions of the skills grouped according to their minimum IQ 

requirement. After each skill name is a number in parentheses; this is the 
number of skill points needed to buy the first level for that skill. Each 
successive level doubles in cost. 

IQ 3 

Brawling (1): Any fighter who can wander through a full-fledged bar fight 
without getting much more than a scratch is either very lucky or highly 
skilled in brawling. The higher your skill in brawling, the more attacks you 
get per round in hand-to-hand combat. 

Climb (1): Gives you the ability to climb over fences, up sheer cliff faces, 
and out of pits 

Clip Pistol (1): A must-have skill since your initial weapon issue will be 
either the M1911A1 .45 caliber or a VP91Z 9 mm automatic clip pistol. 
Without this skill, you won't be very accurate with the weapon or have 
much luck fixing it if it breaks 

Knife Fighting (1): When fighting with knives, this gives an advantage to 
a skilled fighter over an unskilled one. 

Pugilism (1): One of the oldest forms of fighting, it teaches you how to 
dish out punches as well as avoid them. Handy for those close-up battles 
where the fists start flying. 

Rifle (1): A good basic skill to have since many of the weapons sold by 
raiders are serviceable M19 rifles. You'll rue the day you didn't pick up this 
skill as you look helplessly at the rifle you can't shoot accurately. 



Wesddend" 

«) > « {» 

Swim (1): The desert sands don't blanket the entire earth. This will come 
in handy in those spots where you have to swim. 

IQ 6 

Knife Throwing (1): A tricky skill that comes in handy when fighting 
gets heavy. You use up all your ammo and resort to throwing knives. 

Perception (1): Helps the character find concealed items and notice 
when things are out of the ordinary. No one should be without it. 

IQ 9 

Assault Rifle (1): If you're using an AK-97 or M1989A1 assault rifle, 
this skill helps you fire, load, and unjam it quickly. A skill that ranks up 
there in importance with walking and breathing. 

AT Weapon (1): Helps you recognize and use anti-tank weapons like 
LAW rockets. A handy skill to have should you encounter something far 
tougher than your Ranger instructors ever told you about. 

SMG (1): Lets a character control basic submachine guns like the Uzi or 
Mac 17. May make a big difference when you're outnumbered three to one 
by bandits who've decided that they want the gold from your teeth. | 

IQ 10 

Acrobat (1): This skill for the agile can get you out of a tough situation - 
like leaping off of bar counters while you're surrounded by a hostile crowd. 

Gamble (1): The skill that built Vegas, you'll do well in all games of 
chance, and you'll also be able to spot a crooked game from a mile away. 

Picklock (1): This can get you into places where you want to go, but 
where others don't want you to go. 

Silent Movement (1): This helps you move unnoticed past a guard post, 
making it tough for enemies to catch up with you. 



Confidence (1): For an already charismatic person, good confidence can 
enable one to talk a miser out of his fortune. It's particularly useful for 
getting information from people who are suspicious of you. 



Wasteland" 

«) > l [» 

IQ 12 

Sleight of Hand (1): A thieving skill that lets you perform sleight-of- 
hand tricks - perfect when you need to amaze those you meet. 

IQ 13 

Demolition (1): Teaches you how much of an explosive substance you 
can use without blowing yourself up. 

Forgery (1): Helps you recognize or create a forged document. Someday 
you may just need to whip up security pass to get by some vigilant guards. 

IQ 14 

Alarm Disarm (1): Trains you to recognize and disable alarms. If you 
want to get into a place without getting caught, this is a good skill to have. 

Bureaucracy (1): Even though most of civilization ended with the bomb, 
an inordinate amount of petty bureaucrats managed to survive. This helps 
you deal with them so you can get what you want. 

10 15 

Bomb Disarm (2): Allows you to defuse most explosive devices. 

Medic (2): A vital skill that lets a character stabilize a badly-wounded 
comrade so he or she has a chance to recover. 

Safecrack (2): An experienced practitioner of this art can open safes 
sealed even before the holocaust. 

IQ 16 

Cryptology (2): Gives you the talent to encode and decode messages. 
Useful in helping you determine what a password might be. 

IQ 17 

Metallurgy (2): Increases your ability to spot, identify, and work with 
some basic metals. 

To reorder your skills, view them and press <CONTROL>R. Enter the 
number of the skill that you want to be at the top of the list, the skill that 
you want second, and so on until you've selected all the skills. The new list 
won't appear until you've selected all the skills. 



Wesddend" 

ONSCREEN STATISTICS 

I n addition to the information that you can call up by entering the 
character's number, the following character statistics are always displayed on 
the party roster: 

Armor Class (AC): The level of protection a character has against 
weapons, physical attack, and other forms of damage. The higher the 
armor class, the better. 

Ammunition (AMM): The amount of ammunition you have left in your 
equipped weapon. When it's down to zero, it's time to reload. Reloading 
takes a full combat round, so establish a healthy habit of reloading after 
each battle. 

Maximum Constitution (MAX): The maximum "health" points that 
your character can have (see "Constitution" below for more details). This is 
the same as MAXCON. If this number is highlighted, then your character 
has picked up a life-threatening illness, like radiation poisoning. This illness 
won't go away with the passing of time, so get this character medical help 
as soon as you can. 

Constitution (CON): This shows the character's current condition. 
Compare this value to MAX to determine your character's relative health. 
The closer this value is to MAX, the closer your character is to full strength. 
When CON drops below 1, the character becomes UNConscious. If the 
character's condition becomes SERious, constitution continues to drop and 
the character will die unless he gets medical assistance soon. 

Weapon: This shows the weapon that your character is currently armed 
with. FIST means the character is unarmed. 



GETTING PROMOTED 

ou're awarded experience points each time you accomplish a difficult 
task or win a difficult battle. When you think you've accumulated enough 
experience points to warrant a promotion, you should radio back to Ranger 
Center to have your instructors review your accomplishments. Since it doesn't 
cost you anything to radio in, you can do it as often as you like. If you've 
progressed enough (and only your instructors know when this is), you're given 
a field promotion. 



Wasteland" 

As a promotion reward, two points are automatically added to your 
maximum constitution (MAX, MAXCON). You're also awarded an additional 
two points that you can add to any attribute you choose. Put both points on 
the same attribute. If you'd like, add them to maximum constitution to boost 
that value even higher. If you wish to use these two points to acquire a new 
skill, you must apply them to IQ. Remember, IQ points translate into skill 
points If you don't increase your skill points via IQ points, you won't be able 
to add new skills 



RECRUITING ALLIES 

Wasteland is populated with people who have, like you, survived the 
nuclear holocaust. From time to time you'll run into non-player characters 
(NPCs) whom you can hire. You may wish to enlist their services to add skill, 
strength, or intelligence to your party. Refer to the Encounter command below 
on how to hire an NPC. NPCs are not robots who obey your every command. 
They don't always do as told in combat. They don't always trade something 
when you ask them to. While you may not like their autonomy, and think that 
they're more trouble than they're worth, remember that they may be able to 
get you things that you can't get for yourself or get you into places where you 
can't normally go. 

To dismiss an NPC, use the Disband command. 



COMMANDS 

uring normal play, a menu of commands are listed across the bottom 
of the screen: 

Use: This lets a character use an Item, Skill, or Attribute. Enter a character 
number and select an Item, Skill, or Attribute. Then, enter a direction in which 
the character will use the Item, Skill, or Attribute (press the spacebar if you 
want to use something right where you're standing). Certain skills offer 
additional prompts For example, when you use a medical skill, you will be 
asked which character you want to heal. 

After you use something, you may get the message "That doesn't seem to 
work." This suggests that this particular item or method doesn't work, but that 
another might. Also, if you use a skill or attribute and it doesn't seem to work - 
but you're really sure it should - keep trying. Sometimes persistence pays off. 



Waste* end" 

«) > « {» 

Enc: Encounter calls up the same commands that are available to the party 
during combat. You may want to use Encounter to attract someone's 
attention, so you can get information or try to hire them. 

You can also use this command as a short cut to perform certain actions on 
several characters For instance, you could have a couple characters reload, 
while another uses an item. In this case, using Encounter would be faster 
than calling each character individually. 

rder: This changes the marching order of your party. There are times 
when you'll want to change the order to maximize your party's talents For 
instance, if you're traveling through a dangerous area, a character with high 
perception or silent movement would make an excellent point man. In 
another situation, a character carrying an item that could forestall an attack 
should be in the lead. 



NOTE: When you select Order, you're shown the current marching order. 
Select the number of the character you want in front, then second, then 
third, and so on until the whole party has been reordered. Being placed in 
the back of the ranks does not shield a character from combat. 



Disband: Disband lets you break your party into separate, smaller parties 
(up to four). This enables each party to travel independently of the other 
parties The parties can be spread apart as far as you'd like. Disband also 
offers many tactical advantages in combat. 

Disband has a number of important uses If you have dead party members, 
use disband to bury them. You could also use disband when you're under 
attack; one person could split off to distract the attackers. Some places can 
only be passed through by one character at a time, so each person will 
have to split off into their own party. 



CAUTION: Before you can disband NPCs, you're asked if you want 
them permanently dismissed. If you answer "yes", then they are gone 
forever - you'll never, ever see them again. If you want them disbanded 
and not dismissed - answer "no". 



When you select Disband, enter the numbers for those characters who wish 
to split off from the main party, and press <RETURN>. Next, indicate the 
direction that the disbanded party will move. Use View to shift control 
between parties. 



Wasteland" 

To reunite separate parties into a single band, move them onto the same 
spot and they will automatically regroup. 

View: View lets you shift control between parties. You have more than two 
parties and you're not in control of the party you want, keep entering V 
until you reach the right one. If the other party is on another map, you're 
asked to confirm if you want to shift to them. 

Save: Saves the game. 

Use this command anytime you find something you don't want to lose. 
Even before the great nuclear war, computers were known to shut down at 
inopportune moments. See the Command Summary section for more 
details on the Save command. 

Radio: Contacts your instructors at Ranger Center so they can evaluate 
your performance. If you've done well, you're given a field promotion. 
When you select Radio, you're asked to confirm your choice. If you choose 
to continue, all your characters are evaluated at the same time and are 
apprised of any changes in rank. Because a Ranger once slept through his 
promotion, the instructors now require that all characters be conscious for 
this procedure; consequently, any injured, unconscious Rangers will be 
passed over. Promoted characters get a chance to modify attributes at this 
point (see "Getting Promoted" for more details). 



COMBAT 







ften, when somebody or something comes into your range, you will 
enter the Encounter mode. An encounter is frequently the precursor to a fight. 
Your party roster and a text window will appear. The text window will contain 
a short description of the encounter; press <RETURN> when you're done 
reading it. (If you want to temporarily remove the party roster and text window 
to see where the encounter is located, press the spacebar. To return to the 
party roster and text window, press any key.) 

Your options during an encounter are: 

Run : This lets the entire party or a single character run towards or away 
from an encounter. Enter the direction that you want the party or character 
to move. If a single character successfully runs away, then he's disbanded 
from the party. (This is impossible if there are four separate parties already.) 

Use: This lets a character use an Item, Skill, or Attribute to accomplish a 
task. Depending on which you choose, a list will appear. You're then asked 
to enter a direction in which the Item, Skill, or Attribute will be executed. 



Wesddend" 

H > < l» 

H i re: Not everybody you meet has turned hostile under the hot desert sun. 
Some are quite pleasant, and may even offer you valuable services. If you 
meet an NPC that you would like to try to hire, enter the number of the 
desired recruit. 

Evade: This makes you much harder to hit in combat. Use this command 
when your comrades initiate a firefight, and you don't have a missile 
weapon, or when you're injured and wish to minimize the risk of further 
physical abuse. 

Attack: In the battle-ridden wastelands, this is a command you'll often use. 
When you select it, you're given a choice of targets. If your weapon is an 
automatic weapon capable of selective fire, you're asked if you want to fire 
Single, Burst, or Autofire. If the encounter is at an extended range, and you 
have no missile weapons, you're told that there are no attackers within your 
range. If there's only one group of attackers, they re targeted automatically. 

Weapon: Lets you ready a new weapon, which is useful when your gun 
jams in the heat of the battle and you don't want to fix it. Or, once you 
assess the current battle situation, you may want to use a weapon that's 
more effective. 

Load/unjam: Loads or unjams a weapon. This command takes a full 
combat round, so it's a good idea to keep your weapon loaded at all times, 
otherwise you'll have to reload in the first round of a firefight. (You can load 
or unjam at any time by selecting the Enc from the Main Menu, or by 
choosing the weapon or appropriate ammo.) When a weapon jams, you 
lose the ammo that was in the weapon at the time. Unjamming a weapon 
during combat automatically reloads it. 

Press <ESC> if you wish to return to a previous character's options. Once 
you've made all your combat selections you're asked if you want to execute 
the commands you chose. Press N to abandon your choices and start the 
procedure over again. Press Y if you're satisfied. You'll then see a rundown 
on the effects of the encounter in the text window. Use <CONTROL> K or 
the up arrow to speed up text scrolling. Use <CONTROL>J or the down 
arrow to slow down text scrolling. 

Since parties can disband and move to different maps, there will be times 
when one party is locked in combat while another party is on an entirely 
different map. In these instances, the game asks if you want the other 
parties to enter into an encounter. If you answer "yes," you'll get one 
combat round for each disbanded party. This is a slow and time consuming 
process so you should only run combats on multiple maps in emergencies. 



Wasteland" 

«) » < l» 

If you decline the invitation to have combat on multiple maps, the party you 
are currently viewing will execute their combat round before you can view 
the other parties. 

Hand-to-Hand Combat 

Because the Rangers are trained soldiers, they have an advantage over the 
citizens in hand-to-hand combat. In general, hand-to-hand combat is not as 
deadly as a firefight, but you can still easily die from a good throttling or from 
a dead-on punch. Hand-to-hand combat can only take place at a distance of 
14 feet or less. 

Missile Weapon Combat 

Missile weapon combat is combat that takes place with weapons capable 
of ranged fire. From guns to grenades, there are numerous missile weapons at 
your disposal. Area-effect weapons, like TNT, plastic explosives, and grenades, 
are auto-loading, which means that each time you use one, you automatically 
get another until your supply runs out, so you won't be unarmed in the middle 
of a fight. Anti-tank weapons such as LAW rockets must be re-equipped after 
firing. Automatic weapons - assault rifles and submachine guns - can shoot 
Single, Burst, or Autofire. All guns are clip fed and come in .45, 9mm, or 
7.62mm calibers. Always carry the proper ammo unless you want to pistol 
whip your enemies. 

Keep in mind that all missile combat is simultaneous Sure, it's exciting 
when you burn a clip of AK-97 ammo into an onrushing horde of mutant 
bikers, but your excitement may diminish somewhat when you find that the 
mutants are returning fire with equal fervor. You shoot, they shoot. 

Selective Fire 

Single, Burst, and Autofire have different effects. Single uses one bullet 
per round, which is great if you're low on ammo, but not so great if you need 
to hit your target with the first shot. Burst consumes three bullets per round 
and gives the shooter a slight advantage in hitting and killing his target. 
Autofire uses up all the bullets in the clip, which greatly increases the chance 
of hitting a particular target and others in close proximity. A good choice only 
if you really need to kill somebody, but not so good if you're looking at your 
last clip. 



Wasteland" 

Explosives 

If you want to do a great deal of damage over a wide area, go with 
explosives. You get more impact per target area, which can be a lifesaver 
when being eyed hungrily by a pack of nuke pooches Remember, ammo 
doesn't rain from the heavens. Running your gun on full auto all the time may 
kill the bad guys in a hurry, but you're likely to run out of ammo just as the last 
nuke pooch lunges for your throat. 



WEAPONS LIST 



M 



issile weapons come in three range varieties: short, medium, and 
long. You'll find that using a clip pistol to hit a target 80 feet away is not too 
effective. Be sure to choose the appropriate weapon for the appropriate 
distance. Here are some of the more common weapons and their 
characteristics. 

Long Range Weapons 

AK-97 Assault Rifle: Created in the image of the legendary A K-47, the 
AK-97 is the latest in the assault rifle line. It was created for the Comintern 
Combine nations of Europe and Africa, but saw large distribution 
throughout the world before the war. It is chambered for 7.62mm ammo 
and fires from a 30-bullet clip. This highly-respected weapon is fairly 
commonplace. 

M 1989A1 NATO Assault Rifle: The M1989A1 is big brother to the 
original M16A1. It was rechambered to accept the same 7.62mm ammo 
that the AK series of rifles uses so troops could use captured Soviet ammo. 
Although assault rifle users greatly preferred the American ammo for its 
damage capabilities, the military implemented this change in anticipation of 
front-line ammo shortages. With this arrangement, a soldier could kill an 
enemy and replenish his supply at the same time. 

M 19 Rifle: The M19 rifle is a single-shot weapon firing an 8-shot clip of 
7.62mm ammo. When rumors of a Soviet invasion of the U.S. spread 
through the states, survivalists demanded a weapon that could use Soviet 
ammo (necessary, said the survivalists, if Americans were to be ale to use 
captured ammo). The invasion never too place, but the M19 remains a 
high-profile weapon. Though it can't fire more than one bullet at a time, it 
does have greater range than pistols 



'2$\ 



Waste* and" 

«) » < l» 

M 17 Carbine: The M17 carbine is a lighter, short-barreled version of the 
M19 rifle. Its 10-shot clip of 7.62mm ammo gives it a faster fire rate than 
its big brother, but the barrel length makes it slightly less accurate at 
maximum range. 

LAW Rocket: The LAW rocket is a small, armor-piercing explosive rocket 
contained in a disposable firing tube. It was first developed to destroy tanks 
The mass of the top (made from depleted uranium) enables the rocket to 
blast through the armor so the explosive shell can burst once inside. Some 
knowledge or skill in anti-tank weaponry is useful when employing rockets. 

Medium Range Weapons 

MAC 17 SMG: The Mac 17 is the sturdiest of the compact submachine 
guns developed in the early 1990s. It shoots .45 caliber slugs from a 30- 
shot clip and is known for its man-stopping capabilities This small weapon 
is well-suited for close-up firefights 

UZI 27 SMG: The Uzi comes from the highly-skilled gunsmiths of Trans 
Palestine. Its magazine holds 40 9mm bullets and is capable of burning a 
full clip in five seconds. This weapon was built specifically for fighting 
terrorists and has proven very effective on mutant bikers or religious 
fanatics 

Short Range Weapons 

1911A1 .45 Pistol: The 1911A1 was the standard sidearm of the 
previous two world wars. The .45 slug, held in an 8-shot clip, was first 
developed to stop Mora rebels in the Philippines. In its current role, it has 
no trouble slowing down desert raiders or the occasional mutant cactus. 
Many Desert Rangers find this a perfect weapon to take with them when 
they first head into the wastelands. 

VP91Z 9mm Pistol: As well liked as the .45 pistol by Desert Rangers, 
the VP91Z is a variation on the West German design, featuring an 18-shot 
clip. A reliable weapon, if s widely available due to its popularity among 
survivalists While the 9mm bullet is not as powerful as the .45, the 18-shot 
capacity of this weapon reduces the need to reload, making it ideal for 
extended firefights. 

Grenades: Grenades are small, hand-tossed explosive devices useful for 
inflicting damage on an entire group of foes at one time. Grenades have a 
wide area of effect, so be sure your character has a good throwing arm! 



Waste* and" 

INJ URIES AND DEATH 

eath is permanent. If your characters get seriously injured, get them 
medical attention quickly or kiss them goodbye. 

If a character is lightly wounded, they've taken a few hits, but are still wide 
awake and functional. A few points have been knocked off his constitution. 

Characters become unconscious when their constitution dips below 1. 
While unconscious, they are unable to move. Over time, an unconscious 
character will regain consciousness and heal to full health. An alternative to 
waiting is to find a hospital and pay for a quick heal. 

Seriously-wounded characters are in a whole different class of medical 
trouble. Like unconscious characters, they can do nothing, but unlike 
unconscious characters, they don't heal with time - they worsen. Without 
medical help, seriously-wounded characters deteriorate to critical, to mortal, to 
comatose, and then to dead. Another character with medical skills may be able 
to stabilize the wounded character enough so that he can improve to the 
unconsciousness category. If this happens, the character will recover with time. 

Remember that time waits for no one. Disbanding one character and 
sending him off across the desert to find a doctor will not freeze time for a 
seriously-wounded character. When that character finally returns with a doctor, 
they may be back in time to bury the body. (This is why your party should 
contain somebody - preferably two - with medical skills.) Should the worst 
happen, you can bury a dead character by using the Disband command. 

TIME AND DISTANCE 

I he maps in Wasteland vary in scale. The large desert map contains the 
various city maps, which, in turn, contain building maps or whole underground 
levels of sewers and hideouts. In combat, distances may seem a bit off for the 
map you're on, but these are tactical distances and are valid for combat only. 

Because of the difference in scale of the maps, time passes differently on 
them. Though a single keystroke on the computer will move you one space 
north in both the desert and in a building, the amount of time that each move 
takes is different. 



If you want time to pass without moving, press <ESC>. 



Wasteland" 

SPECIAL PLACES 



Y 



ou begin your adventure in the desert along the California-Arizona 
border. The area you'll cover extends from the Ranger Center in the south up 
to the Grand Canyon in the north. The towns of Quartz, Needles, and Las 
Vegas are three places you'll surely want to visit. 

Little Old Quartz 

Quartz is a small town that suffered extensive damage from the nuclear 
attacks, yet managed to survive. Although located far from the large military 
targets, this tiny community was affected by earthquakes and low-level nuclear 
fallout. But in its feisty, small town way, Quartz quickly resumed normal life. 
About the only trouble Quartz has these days is with bandits. 

Xenophobic Needles 

Needles is bigger than Quartz. Aside from the flood that resulted when 
Hoover Dam was hit, life has not changed much in Needles. Needles is big 
enough to defend itself from roving bandits. However, it has become home a 
to couple of odd cults The folks in Needles don't really like strangers that 
much, but they've welcomed Desert Rangers in the past and are always willing 
to trade goods with them. 



Lovely Vegas 



Vegas is the city of Las Vegas. No one is quite sure how the Soviet 
missiles managed to miss the city, but most folks figure it was because the 
"house" was betting against a missile landing - and no one wins against the 
house. There was an international rumor about some Russian general's 
markers being torn up after the attack, but that has yet to be confirmed. 

Undaunted by its brush with perdition, Vegas is still open for business and 
does very well for itself. The city is large enough to avoid conquest, and many 
elements of the desert rabble have even found gainful employment as 
enforcers or casino employees. Despite the relative success of the city, 
however, there are dark rumors about horrors descending from the north to 
take up residence in the city sewers. All may not be extremely well in the 
J ewel of the Desert. 



Wasteland" 

Deadly Deserts 

The desert is just as formidable as it was before the holocaust. In addition 
to the lack of water and the fierce heat, there are reports of radiation zones 
that have melted the flesh off of unwary travelers. Along with the irradiated 
human element - left-over biker gangs, rabid survivalists, crazed religious 
zealots - all sorts of mutant animals make their home in the desert. Some say 
that traveling in the desert nowadays without an experienced guide is plain 
suicidal. 



PARAGRAPHS 



hile you're playing Wasteland, you'll be referring to paragraphs in 
this book. We know that as a Desert Ranger who enjoys the best of 
challenges, you wouldn't randomly read these paragraphs in search of clues. 
But intense radiation, coupled with the blazing sun, can impair your good 
judgment, rendering you totally unable to resist. Fight your best fight here - try 
not to read a paragraph until you're instructed to. You'll get a lot more out of 
Wasteland this way. Once you successfully complete Wasteland, you can then 
kick back in your best lounge chair under a shady cactus and read the rest of 
the fictional vignettes. 

1 ) You creep up to the window and, in the soft, muted lights, you see a tall 
woman with long, blond hair. She sits before a mirror and brushes her hair, 
then stands and walks over to the sunken tub off to her left. She kneels and 
her blue silken robe drops to the floor. She turns the water on and steam 
slowly fills the air. 

You watch in fascination as she reaches down into the tub, whirls, and 
points an Uzi in your direction. "Stop reading paragraphs you're not 
supposed to read, creep." She sighs deeply. "Next time I'm going to 
demand they put me in a Bard's Tale game; this Wasteland duty is 
dangerous." 

2 ) You have come upon the rail-nomad's camp. Ornery looking longhorn 
cattle wander among dusty tents, from which sullen faces peer. In the 
background, a ramshackle collection of railroad cars patched with wood, 
hide, and an odd piece of corrugated aluminum sits on a rail siding. Two of 
the cars, the locomotive at the front end and the caboose at the rear, 
appear to be in better condition than the others. As you approach, a 
strained silence falls over the camp and you grow uncomfortable under the 
collective gaze of the assembled nomads. Finally, one of the nomads steps 



Wasteland" 

«l » 

forward. "Welcome, Rangers I am the Brakeman of this train. I would be 
honored if you would visit with me in the caboose before leaving our camp. 
In the meantime, please accept our hospitality." The Brakeman turns and 
strides back into the camp. 

3 ) The Hobo nods to you, and then drains the bottle of Snake Squeezins. 
"Twins born by the same hands," he intones solemnly, "are twins no more. 
Wake the sleeper to cure the sick." 

4) "We have four clans here: the Chattanoogas, the Amtraks, the Conrails, 
and the H iders. You may acquire provisions for your party at our trading 
car or amuse yourselves in the casino car. You may, of course, avail 
yourselves of the services of our Hobo oracle. If you dare, you can try to 
reason with the H iders, though trying to reason with them is difficult. I am 
told that you have already met our Brakeman." At the mention of the 
Brakeman, a brief scowl crosses the Engineer's face, but his smile quickly 
returns and he adds, "We feel safer with Rangers here, so stay as long as 
you like!" 

5 ) You study the torn piece of paper in your hand. Originally written in red 
ink, the text has turn into large fuzzy blotches of pink. Though mostly 
unreadable, you make out the word MORTAL followed by HIDEOUT: 
TYRANNOSAURUS, butTYRANNOSAURUS has been scratched out and 
AZRAEL has been written under it. 

6) The diary talks about the last days during which the satellite facility was 
operating. "Las Vegas is still intact. Needles wasn't damaged by bombs, but 
some flooding occurred when the river level rose. Quartz suffered a lot of 
damage." In hurried script, the last diary entry reads, "We're abandoning 
the satellite installation so we can join the farmer out at the Ag Station. 
We've deactivated the alarms and electronic countermeasures that protect 
this place." 

7 ) Once the introductions have been made, the Big Boss pulls out a box of 
cigars and passes them around, explaining that it is his special blend, grown 
somewhere further north. When everyone is comfortable, and the 
bodyguards have taken up unobtrusive positions behind you, he begins to 
talk. 

"You must be the Rangers sent to help." 
"What do you mean?" you cautiously ask. 

"One of my men is missing. We don't think he's dead, because he's too 
valuable to kill. We think some other group in town has grabbed him. If we 



Wasteland" 

«) > « {» 

don't get him back, the whole town will probably be overrun by these damn 
death machines that have started to appear, because he's the only one in 
town with the scientific know-how to fight them. H e's the one who thought 
of the landmines, and they've destroyed more robots than anything else in 
town. " 

Brygo reaches into his desk and brings out a drawing of a rather ordinary 
looking man. "This is Max," he explains. "He came to us about a year ago 
from the Wasteland to the east. H e was the greatest hand-to-hand fighter 
we'd ever seen and he also seemed to know a lot about the science from 
before the War. He didn't remember where he came from - at least, that's 
what he told us I quickly made him my right hand man." 

"When we began to hear rumors of death machines coming out of the 
west, and especially when the first of them reached the Vegas borders 
several weeks ago. Max grew frantic. He began to talk crazy, about how all 
life was in peril, and how only he could save us. He said he needed special 
equipment, and that someone near Vegas should have it. I should have put 
a guard on him then, but instead, I decided to send Ace out to look for 
help. One night Max disappeared. We've been looking for him ever since 
without success. Now I've lost my best man, and things are getting worse. 
Newer and stronger robotic death machines are appearing all the time. If 
we don't find Max soon, even a fortress like this may not be able to hold 
out against the death machines. Go see Charmaine in the Mushroom 
Church. Tell her I sent you and she may be able to help." 

You nod your head." Yeah. We've tangled with some of these death 
machines before, and we gotta stop whoever's making them. Any clues?" 

"There are two other power groups here in Vegas that we know of. Fat 
Freddy runs the criminal element. He'd like to take over my position. 
There's also the Servants of the Mushroom Cloud - religious fanatics who 
won't be happy until every person in Vegas has been converted to their 
own poisonous religion. There may be others. Vegas is a big town. But 
those are the ones we suspect most. I need you to go find Max. What do 
you say? Will you do it?" 

The Desert Rangers huddle for a few minutes. You decide that taking on 
this mission could be quite an adventure and decide to go for it. Besides, 
your curiosity has been aroused. You are sure that Max knows a lot more 
than he has told Brygo. If you want explanations, he's the man you'll need 
to see. 



Wasteland" 

» « {» 

"All right," you tell the Boss, "we'll find him if he's findable. In the 
meantime, you try to hold out here." 

The Big Boss stands up, shakes your hands, and wishes you all luck. Then 
he shows you the way out. 

8) Fat Freddy has long since forgotten the concept of personal hygiene. His 
dirty black hair clings to his face like dead ebony vines. A thin, scraggly 
beard barely conceals deep red pock marks Effluvium that scrapes your 
nasal passages raw seeps from every one of the fat man's pores 

"I am so glad to meet you. I've always admired the Rangers and I consider 
you the only people I can trust with some secret information." The fat 
man's yellow eyes slip side to side in his obese face. "Faran Brygo is trying 
to get $100,000,000 in diamonds to York Isle on the east coast of the 
continent, and he needs someone like you to make the journey. If he 
succeeds, he will destroy the economy of the world and we will all be thralls 
in his new empire." 

Freddy produces a handkerchief and wipes the sweat from his brow. "I will 
let you keep the diamonds if you can stop his mad plan. Find him, kill him, 
and you will save the world." 

9) The battered pewter ID bracelet on Dewey's wrist has had several 
legends engraved and scratched out, but one remains clear. It reads "27," 
and, judging from the lack of corrosion on the number, it was recently 
inscribed. 

10) "Everyone is worried about Mayor Pedros but others are held hostage 
too. Felicia Pedros, his wife, is our friend. We think she has been moved to 
the outlaw hideout. We hope you will try to rescue her. And remember 
what Ellen said when you go to the Stagecoach Inn." They smile and leave. 

1 1 ) "Yeah, some of the guys working in the base took sick. Mad Dog Fargo 
and Metal Maniac are still in the back rooms, sicker than dogs" 

12) A man sits up in his cell and stretches "Rangers - great. I should have 
known. I need you guys here like I need a hole in the head." He stares at 
you for a second, then sighs "Look, I guess I could use your help. I need 
some capable fighters in Las Vegas to help me with a shipment back east. 
Are you guys up for it?" 

13) The book you find is a slim volume written in a light, delicate hand. 
The work is titled, "Love Slave in Santa Fe." It reads: 



I recall the first time the invader chieftain called my name. "Diana," he said 



Waste* end" 

softly, "are you not yet finished chewing the leather to make soft moccasins 
for me? A man has needs." 

I hung my head in shame. "Forgive me, beloved Red Hawk, but I am the 
lowest of your 30 wives How can you even think of me when you have so 
many women more beautiful than me?" 

Red Hawk smiled. "Yes, I have 30 wives, each more beautiful than the last, 
and each of them is insatiable. If I could find other men to help me take 
care of my wives, I would, but no one except for the bravest warriors of 
Wasteland could satisfy them. You, my newest wife, are the only comfort I 
have in my life..." 

The account ends abruptly here, the last few pages of the book torn out by 
a previous reader. 

14) The Director, a handsome slender man, waves you to chairs that face 
his desk. Beyond his desk you see a window into an alien landscape. 
Through the window you see a red world with strangely-shaped plants. You 
see animals slinking through the shadows and crawling across massive rock 
outcroppings. You shudder. It just doesn't feel right. 

The Director, Irwin J ohn Finster, notices your stare and smiles like a snake 
oil salesman. "I see you've noticed my pet project. This is how the world will 
be when all men are gone. It will once again return to the pristine paradise 
it was before man rose up and destroyed it." 

H e turns away from the window and smiles at you. "By the very fact that 
you are here, I know that you have recovered certain items of a technical 
nature. Whatever prompted you to violate this base's security, I do not 
know, but I am willing to forgive it." He sits, leans back and steeples his 
fingers "Because of the delicate nature of our work here - all very hush- 
hush, you know - I must ask you to leave." 

Suddenly he leans forward and scowls "If you do not want to go, well, we 
are not without means to deal with even the likes of dreaded Desert 
Rangers." 

15) Max reaches up and gives his head a bit of a twist. You hear a click and 
the android smiles "I came down here to negotiate a peace with the 
cyborgs and what do they do? They rip me up and start using me for spare 
parts Ingrates!" 

He stretches and stands "I have to get back up to Vegas and help prepare 
for the next assault, but I've got a mission of great importance for you. 
Head northeast from here and, across the bridge, you'll find a hidden base. 



MO 



Wasteland" 

It is a journey you must succeed at. There, you will find lost technology and 
information that you can use to stop Cochise before it's too late." 

A secret passage slides open in the room's south wall. At the same time, a 
blast-proof security door slides down in front of the entrance to the room. It 
short-circuits, preventing exit. "Go through the secret passage to get out of 
here. One thing," Max adds, "It is possible you'll need to recover some 
equipment from Project Darwin before you can complete the rebuilding of 
the sleeper base. Be careful, though, and rebuild as much of the base as 
you can before you venture off to Darwin. I don't like the things I've heard 
about it at all." 

16) The old man stands in the shadow of the satellite dish and sighs loudly. 
"Rangers, thank the gods that you have come here." He thrusts a bony 
finger at the red planet hanging over the horizon. "The Space Pirates from 
Phobos come daily to steal our food. They carry it off to their goddess, a 
harsh, cruel woman who has no appreciation for artwork and will tolerate 
no illumination or visual symbols in her edicts to her subjects. You must find 
the rocket ship and travel to that malevolent start. Trail the death bunny to 
its lair and you will save the earth from this horrid invasion." 

1 7 ) We have three clans here: the Atchisons, the Topekas, and the Santa 
Fes You may acquire provisions for your party at our trading car or amuse 
yourselves in the casino car. You may, of course, avail yourselves of the 
services of our Hobo oracle. I am told that you have already met our 
Brakeman." At the mention of the Brakeman a brief scowl crosses the 
Engineer's face, but his smile quickly returns and he adds, "We feel safer 
with Rangers here, so stay as long as you like." 

18) Faran must have sent you to look for Max. Last I knew he was headed 
for the sewers. He built a special key to get down there. It's called a Sonic 
Key. Max made a few of them and told me that he was hiding one 
somewhere in the old golf course. Didn't tell me where, though. Didn't do 
him any good, either. The Newmen grabbed him before he could do 
anything. If you return to me the Bloodstaff from the Mushroom Church in 
Needles, I can show you the way. Tell the bishop BUZZARD." 

19) The screen flashes to life with Capt. Phil Thomas's personnel file. Aside 
from test scores and other nonsense, you read, "Capt. Thomas's 
performance in the village strafing runs was admirable. The AH -6503 
attack helicopter performed at the height of technical specs and destroyed 
two small Mexican villages before having to return to base and reload. The 
AH -6503 is the ultimate weapon." 

20) The Premacorin Mural is a work of art which you have only heard 



Waste* end" 

H > < l» 

rumors about. It records all human history in one vast display of gaudy 
colors. At the beginning of the display you see the image of Charles 
Darwin walking arm-in-arm with an ape in a wedding dress Next to that 
you see a youthful Egyptian pharaoh in mummy wrappings and a gold 
mask dancing on the stage of a place called (according to the neon lights 
behind him) Radio City Museum of Unnatural History. Proceeding along, 
you see a masked man brandishing silver six-shooters on the back of a 
silver Tyrannosaurus, hot on the trail of a mustachioed man wearing a 
swastika. A fat man in a red uniform with white trim flies through the sky in 
a sleigh pulled by eight F-19 Stealth bombers. He has bags full of guns, 
ammo, and bombs, which he is freely dropping down to King Arthur and 
his knights so they can battle Genghis Khan and the Yellow Peril. Yet 
further on, a man in a green and gold uniform (with the number 12 
emblazoned on it and a G on the helmet) has just thrown a missile to a 
man vanishing in the white glow of an atomic mushroom cloud. Finally, at 
the far end of the wall, you see the ape in its tattered wedding dress, 
squatting and studying the fire-blackened helmet. 

21) Fat Freddy is a genetic nightmare - a squamous mass of slimy flesh 
shuddering and twitching before you like some animated blob of flesh- 
colored jello. He smells like a swamp, a foul, choking miasma of rotting 
mastodonian flesh left to putrefy- His presence is overwhelming - perhaps 
he has some mutant ability to control men's minds. While in his presence, 
you have to sternly control an urge to salute or kneel. There is no doubt 
that he is a leader of men. 

When he speaks, his voice sounds like bubbles of carbon dioxide burbling 
up out of a morass. It is difficult to understand him, but after the first few 
phrases of introduction, you begin to get the hang of it. Fat Freddy is a 
man driven by ambition, and he has an offer to make. 

"Brygo thinks he controls Vegas," burbles Freddy, "but he isn't half the 
man I am. Haw! Haw! Haw! This should be my town, and it will be. I've 
had your men watched since you got to Vegas. They tell me your are the 
best fighters ever seen in these parts. Well, then, it shouldn't be too tough 
for you to do me a favor. Kill Faran Brygo, and bring me the onyx ring he 
always wears. When you do that I'll give you $25,000 and anything else 
you want in this town." 

You tell him that you need a few minutes to think things over, and go into a 
corner to confer among yourselves. You have a very strong feeling that 
Freddy doesn't want to hear any negatives out of you. 



Wasteland" 

» « {» 

22) If you read any further. Wasteland Thought Police will appear at your 
door within three hours to conduct you to a cell in Needles where your 
fingernails will be systematically removed. You have not been instructed to 
read this paragraph anywhere, hence so dire a punishment. 

23) "Things have been rather nasty in Quartz," you are told. "One of the 
larger desert bands, led by a guy called Ugly, has taken an intense interest 
in, ah, civic affairs. Normally a town of our size could drive them off 
because the bandits don't try all that hard when attacking, but this time they 
hit us with a vengeance. It's almost like they don't want to remain in the 
desert." 

24) The bartender smiles at you. "Which one," he asks, "Hotspur or 
Falstaff?" 

2 5 ) Charmaine takes the Bloodstaff and smiles She begins to twirl it and 
you hear the acolytes hidden in the shadows behind her begin to hum "On 
Wisconsin" as she marches back and forth. "Now we'll win the big game. If 
you help Faran Brygo get his diamonds to Yorktown back east, we'll be ble 
to place some big bets there on the next World Series We have a four- 
armed pitcher who's guaranteed to win for us." Charmaine smiles and 
points back the way you came. "You must travel back to Cooperstown and 
get us the blessed Bat of the Sultan of Swat. Then you will be ready for the 
trip with Faran." 

26) Ugly's smile makes you uneasy, as uneasy as staring down the bore of 
his weapon. "It's really very simple," he laugh. "The bomb's disarm code is 
11-27-57-04-30." 

2 7 ) You unsnap the ID bracelet from Louie's limp wrist and run your thumb 
over the worn silver surface. The number "99" is etched into its tarnished 
face. 

28) As you board the locomotive you are met by a short, but solid-looking 
fellow. He is dressed in garishly striped overalls and wears a rather battered 
and much patched engineer's cap. "Greetings, I am the Engineer of this 
train." The Engineer makes a sweeping gesture that encompasses the 
whole camp. "I hope your stay with us will be a pleasant one." 

29) Going back to his work, Sam says, "I suppose you wanna know about 
the Bloodstaff." He wipes his hands on a greasy rag and sighs "Don't mind 
telling you the murders have lots of folks worried. People just up and 
vanish. Then, when we find them again, they've been drained of blood - 
every drop." He squints at you and his voice drops to a tense whisper. "I 
seen one of the bodies and it had a cut in the neck, just like a scar my 



Waste* end" 

grandmother had on her neck. She said once, when she was little, a priest 
used the Bloodstaff on her after she got snakebit. I think the Bloodstaff is 
involved, and that means trouble." 

30) The J unk Master speaks and tells you how to find Base Cochise, home 
of the Deadly Robots. He sniffs and takes a pull on a small bottle of Snake 

Squeezins "Out in the middle of nowhere, that's where it is. Way up in the 
northwest. We've tried to scavenge things out there, but the robots are 
deadly, so we backed off." He looks at you rather strangely. "If you want to 
venture out into those mountains up there, fine, but don't expect any of our 
people to go with you. We got more sense than you Rangers" 

31) The Guardians, as you have heard, are very friendly people who are 
great admirers of the Rangers. They have planted fluorescent orange flags 
to mark the outer edges of their mine fields. You've been told by a 
Guardian that that only safe passage is to walk with feet straight and breath 
held between the flags and the Citadel wall. 

32) The bartender smiles at your question. "Which one, Cretian or 
Proteus?" 

33) "Hi. They call me Crumb," he purrs as he moves close to you and 
starts to stroke your nametag. You jerk him violently by the collars, and he 
squeals with delight at your show of might. "See Faran Brygo! He's my 
boss!" As you throw him down onto a table and head for the door, he yells, 
"Use the password PHOENIX." Before you can get out the door, he 
puckers his lips and blows a kiss your way. 

34) "Darwin was a science base a long time ago. Supposed to be hush- 
hush, but I grew up in its shadow, so..." 

35) A man sits up in the cell and stretches his arms He squints at you as if 
you're brighter than the desert sun, and then allows a small smile to grace 
his tan, weathered face. "Rangers. I should have known. Listen, I've been 
sent down to Vegas to recruit folks who know the right end of a gun from 
the wrong. Bandits ain't the only thing crawling out of the desert, and 
we've got a war on our hands. Interested in heading back with me?" 

36) Capt. Andrea Mill's personnel file flashes up onto the screen. Aside 
from a large amount of test scores and other data, an occasional paragraph 
of interest slides by. One that catches your eye reads, in part, "Despite her 
having won the Nobel last year, Andrea's been unable to finish work on the 
clone pods. She is unsure they are safe, and the chances of a clone 
surviving production are not thought to be that great." 



.0}] 



Wasteland" 

» < l» 

37) You appear on what seems to be the lower half of a large chessboard. 
A booming voice echoes through the game grid. "Do not stray from the 
path if you value your health." Spectators fill the dark galleries to hoot 
derisive jeers at you and wager against your success. 

38) "Everyone is worried about Mayor Pedros but others are held hostage 
too. Felicia Pedros, his wife, is our friend. We think she has been moved to 
the Temple of Blood in Needles. We hope you will try to rescue her. 
Remember what Matilda said when you go to the Whiplash Inn." They 
smile and leave laughing. 

39) The guard looks you over closely and then tells you to wait outside as 
he disappears into the tent. You hear a brief muffled conversation and the 
guard returns with another man. The newcomer introduces himself as the 
headman of the Atchison clan. He understands that you have done a great 
favor for his brother. He dismisses the guard and motions you closer. He 
explains that they keep no treasure here, but he will give you directions to a 
secret cache. "Here, take this shovel," he instructs you. "Stand on the 
south rail, west end. Take twelve paces to the south. Dig and you shall be 
rewarded. " The guard returns and the headman bids you good day. 

40) Maj. Harrison Edsel's personnel file flashes up onto the screen. Aside 
from a large amount of test scores and other data, an occasional paragraph 
of interest slides by. One that catches your eye reads, in part, "The disciple 
problem with Edsel has resolved itself. Once he learned that he would be 
transferred to Base Cochise to program that computer with his new 
artificial intelligence routines, he stopped complaining about the primitive 
rules restricting his creativity on this project." 

41) "I think Finster has something to do with the strange creatures 
hereabouts. " 

42) The Director, a slender, handsome man, stands as you enter the room. 
"Rangers, thank the heavens." He follows your gaze as you stare out the 
window behind his desk and study the alien landscape below. The Director 
smiles. "As you can see, that lurid, red landscape is the closest 
approximation we have to the surface of Mars. We have Martian raiders 
coming to our world here and stealing animals and slaves We hope, by 
breeding hunter-killer animals we can take the Martian starships and mount 
a counter offensive against the extra-terrestrial raiders." He nods. "Will you 
Rangers join our effort?" 



Waste* end" 

D > < l» 

43) As you pass the open doorway of this car, you are almost overcome by 
the strong odor of fermented cactus fruit. As your eyes become accustomed 
to the darkness of the car you can make out a straw-covered floor littered 
with numerous bottles of Dr. B. Bilious Balfour's Snake Squeezins. At the 
back of the car lolls a rotund bearded figure rocking back and forth as if the 
mere act of sitting offered a difficult feat of balance. Finally, seeming to 
take notice of you, the shadowy figure issues an invitation: "Welcome to my 
humble abode, gentlefolk. Step on in." 

44) The fetid, musky scent of a dead animal oozed from the car in a 
miasmal cloud. Within, mummified by the overpowering heat, you see the 
dried remains of a flower-strewn old bum. This is the oracle the railroaders 
have referred to, and he's obviously long been dead. You notice a large 
quantity of empty Snake Squeezins bottles, and you suspect that the vile 
liquor is the author of many of the oracle's pronouncements. 

45) The faded map on the wall shows the world well before the war. You 
notice a star that roughly corresponds to your current location. On a long 
southeast diagonal you see another star. A third star, to the west and out 
from Needles, forms a shallow triangle out of the three stars. Obviously 
other bases are hidden at these sites. 

46) You stare with utter disbelief as the Snake Squeezins disappears down 
his throat. The Hobo smiles, his eyes glaze over, and he burps, "Beware 
the man who has lived longer than the Wasteland." Your oracle's eyes clear 
and he smiles drunkenly. 

47) As you scan over the large, messy room you think to yourself, "Early 
American pig-sty." Piles of dirt cover the long-lost floor. The earthen smell 
of compost hangs heavy in the air. In the far corner of this indoor barnyard 
you spot a square-shaped room. 

48) Lt. Russel Heller's personnel file flashes up onto the screen. Aside from 
a large amount of test scores and other data, an occasional paragraph of 
interest slides by. One that catches your eye reads, in part, "I thought 
Heller would be a discipline problem, but I grossly underestimated the 
situation. He does not get along with the other workers and considers the 
Al work being done in Project Haskell the ultimate work. He even 
considered the move to Needles to finish Haskell a blessing." 

49) You study the torn piece of paper in your hand. Originally written in 
red ink, the text has turned into large fuzzy blotches of pink. Though 
mostly unreadable, you make out the word MUERTE followed by 
HIDEOUTTHANATOS, butTHANATOS has been scratched out and 
KAPUT has been written under it. 



Wasteland" 

50) Carved into the weathered hardwood you see, "The launch code is 
MORTAR." 

5 1 ) The game H igh/ Low is played with two nuclear warheads. Both 
players toss a nuclear warhead into the air, and the one whose bomb 
explodes higher in the air wins. This game is usually played by people of 
low intelligence, hence the name H igh/ Low. 

5 2 ) Col. J ohn Smith's personnel file flashes up onto the screen. Aside from 
a large amount of test scores and other data, an occasional paragraph of 
interest slides by. One that catches your eye reads, in part, "After the 
confrontation with Finster concerning the shift of Darwin's focus. Smith 
requested and got a transfer to the Base 2 operation. He remained acting 
commander until the project's completion in 1995." 

53) "Finster forced all the sick ones out, to prevent the spread he said, but 
it just leaves them to die without help." 

54) The Brakeman tells you, "Take this visa card and give it to Head 
Crusher in Quartz." As the Brakeman passes you the card, the sunlight 
catches the dove hologram and glints brightly. You slide it into your breast 
pocket as he turns and leaves without another word. 

55) After years of searching you've finally found it. You unfold the piece of 
parchment paper and read, "When you reach the Martian Base, quickly 
access the Navigational Laser Center on the left of the entryway and type 
GWCD." 

56) Closer now, you can hear the conversation of the men you saw when 
you came in. There is a short silence after each man voices his thoughts. 
They speak of varmints who are impossible to kill. The varmints are 
stealing their food faster than ever before and they seem to be massing for 
a major attack. The simple weapons of the farms are not enough to stop 
them. They have no idea what to do. One of them jumps as he notices you 
and they all turn to face you. A stocky man they call Miguel approaches. 

57) Head Crusher says, "Thank you. Go to the Atchison's tent and tell 
them CATERPILLAR." 

58) The Martian Commander slithers forward on his coppery-scaled 
stomach. "So, Rangers, you have found our secret starport." His laughter, 
hissed quietly and malevolently, crackles through the speaker on his helmet. 
"It matters not. Our robot warriors have conquered your world. You will 
now come and be our slaves. . . " 



You smell the sweet odor of flowers as your sight dims and you fall 
unconscious. 



Waste* end" 

59) The thin Martian atmosphere saps your strength, but you dash across 
the maroon landscape and dive at the Slavemaster. H e raises a pseudo-pod 
and crashes it down upon your head. A sucker tears into your flesh, but you 
strike out and smash his writing purple lips into his needle-sharp teeth. The 
Slavemaster reels back, but you give him no pause, no chance to recover. 
You wrap your hands around a rock and, as your tortured lungs labor to 
pull in enough of the oxygen-poor air to keep you conscious, you crush the 
Slavemaster's head. 

You cast the green, gore-spattered rock aside and look at the other slaves. 
"Come," you growl breathlessly, "Now we fight for our freedom and for our 
world. " 

60) As you might expect from his surroundings, the demon-priest is an 
utterly corrupt individual. A flowing blue robe covers his diseased body, and 
a foul smirk twists his face askew. He smiles and teeth blacker than ebony 
glint in the half-light. Palsy-wracked hands grasp the Bloodstaff tightly and 
threaten you with it. "You will not have it," he whispers harshly. "You 
cannot take my life!" 

6 1 ) This detective reminds you of H umphrey Bogart. As you approach, he 
snicks a match with his thumbnail and lights a cigarette. An overflowing 
ashtray sits on his desk beside an open bottle of Scotch. H is eyes are cold 
and hard as he watches you. You note the lump of a roscoe in a shoulder 
holster under his gray suit coat. He introduces himself as Spam Shade and 
points out that he will not play the sap for you or anybody else. That 
settled, he asks what you want. 

62) Torn and battered, your party drags itself through the subterranean 
Martian titanium mines. Your lungs burn from the thin air, and you'd give 
your right arms to be back on earth. Then, suddenly, a vision of female 
loveliness appears to you. 

Tall and slender, with golden hair cascading down over her diaphanous 
gown of shimmering green and gray, she smiles and your heart quickens 
"Do not believe the Serpioids are the Martians because they are not. They 
conquered us a century ago to turn our beloved world into a staging are for 
their conquest of your home. Please join with us and help repulse these 
invaders." 

She gestures and a secret opening appears in the south wall of the tunnel. 

63) Capt. Phil Thomas's personnel file flashes up onto the screen. Aside 
from a large amount of test scores and other data, an occasional paragraph 
of interest slides by. One that catches your eye reads, in part, "Thomas, a 



Wasteland" 

«l > 

recent transfer from Project Darwin, has expressed reservations about 
Finster's experiments He voiced some of the same objections to them that 
prompted me to leave Darwin. I don't know if he's on the level, or if this is 
some trap set up by Finster. ..." 

64) Your Martian guide leads you through a twisting pathway of long- 
abandoned tunnels that finally leads into a beautifully-sculpted city. The 
artistry, though alien, makes harmonious symbols that give you a warm 
feeling when you look at the buildings The architecture almost sings, and 
you hear a pleasant symphony of echoes as your booted feet click against 
the city streets. 

Your guide, her golden hair riding unfelt breezes, leads you to a massive 
door. You feel the power and you could swear the patterns change, but you 
cannot put your finger on any particular change at any one time. At about 
the time it hits you, the door speaks - it's alive! 

"Welcome, Earthmen," it booms, "Speak the name of your beloved and 
enter as friends." 

65) The binding threatens to splinter apart as you take the book in your 
hands The pages have warped into stiff yellow curves through contact with 
liquids. Some pages at the beginning have been torn out. Where the writing 
begins, it is a crude scrawl, with some of the letters written backwards. 
Deciphering it is no easy task. Luckily it is fairly short, so you persevere. 

"The Secrits of Las Vegas. 

My name is Dave Dawkins I found this old empty book, and I'm gonna rite 
down all my secrits in case I fegit them. 

I'm a gard for Fat Freddy. He is #2 is Vegas and he wants to be #1. There 
is a big reward for anywun who can kill Faran Brygo, the Big Boss. Brygo 
stays hidden most of the time. 

My hare is starting to fall out. I wunner if its becuz I joind the Servants of 
the Mushrum Cloud. It gives me a good feelin to be with my new frends in 
the Temple. They tole me the secrit password. It is 3 letters - NRC. Nurk! 
A lot of the Servants are bald. Maybe I will be 2. 

Lately there has bin a lot of fitin. I try to hide, but ware is it safe? Robot 
Deth Masheens are the wurst. Are guns don't always kill them sukkers 
Freddy sex we need better wepuns and thats why we gotta find this Max 
guy. I dint say nothin. Im afraid to tell him that the Servants say Max is 
kapchurd by the Siborgs. 



Waste* end" 

I am lookin at my words in this book and I am proud. I dint no I cud rite so 
good till I tride it. I will rite again later." 

Here the writing breaks off. From what you know of the Vegas situation, 
the diary can't be more than a week or two old, but Dave apparently didn't 
come back. 

66) Although you do not recognize it at first, the object before you is 
massive and sends shivers up your spine. You study it, splitting up to 
explore both sides at the same time. From the other side someone yells, 
"It's a missile - but the insides have been removed!" 

67) The guard looks you over briefly, and then disappears into the tent. 
You hear a brief muffled conversation and the guard returns with another 
man. The newcomer introduces himself as the headman of the Atchison 
clan. He understand that you have done a great favor for his brother. He 
dismisses the guard and motions you closer. He explains that they keep no 
treasure he but he will give you directions to a secret cache. "Here, take 
this shovel," he instructs you. "Stand on the north rail, west end. Take four 
paces to the east and seven south. Dig and you shall be rewarded." The 
guard returns and the headman bids you good day. 

68) Closer now, you can hear the conversation of the men you saw when 
you came in. There is a short silence after each man voices his thoughts. 
They speak of Martians who are impossible to kill. The Martians are 
stealing their food faster than ever before and they seem to be massing for 
a major attack. The simple weapons of the farmers are not enough to stop 
them. They have no idea what to do about it. One of them jumps as he 
notices you and they all turn to face you. A stocky man they call Miguel 
approaches 

69) "He's an inhuman monster. J ust cuz he don't get sick he figures no one 
else should." 

70) Capt. Andrea Mills's personnel file flashes up onto the screen. Aside 
from a large amount of test scores and other data, an occasional paragraph 
of interest slides by. One that catches your eye reads, in part, "Despite her 
having won the Nobel last year, Andrea's relationships with the other 
project members have not changed. She's still her affable self, and she's 
made others feel, through their work on the clone pods, they've each 
earned a piece of that Nobel themselves" 

71) "H i. They call me Crumb," he says with a nod of his head. After he 
exchanges handshakes with everybody, he tells you, "See Faran Brygo. 
He's my boss. Be sure to use the password KESTREL." As you leave, he 
yells, "Tell him I sent you!" 



.091 



Wasteland" 

» < l» 

7 2 ) You bow deeply out of respect for the Martian Emperor, and he smiles 
graciously. He nods toward your guide and looks upon he with love in his 
eyes. "I thank you, Alandriana. Once again, my beloved daughter, you have 
served me well." 

He turns back to you. "I need your help to rid our world of the Serpioids 
We need to destroy their base on Phobos and can only do it with a device 
you call a 'plasma decoupler.' Your scientists developed it after we sent 
them telepathic transmissions that instructed them in its construction. We 
need to get it into the heart of the Serpioid base, then detonate it. Our 
problem is that none of us Martians can withstand the radiation the 
Serpioids need to live." H is voice drops. "You, on the other hand, can live 
for a while in that radiation bath. Will you help us?" 

7 3 ) "Faran must have sent you to look for Max. Last I knew he was headed 
for the sewers He built a special key to get down there. It's called a Sonic 
Key. Max made a couple of them and told me he was hiding one 
somewhere near the old golf course. Didn't tell me where, though. Didn't 
do him any good, either. The Newmen grabbed him before he could do 
anything. If your return to me the Bloodstaff from the Mushroom Church in 
Needles I can show you the way. Tell the bishop PASTEL." 

74) The Martian Warlord hands you a Firelance and some Verchitin armor. 
"I realize this is not as good as having a Red Ryder Ranger Model Air Rifle 
with a compass in the stock, but it's the best we can do." He leads you out 
to the Ornijetcopter and you board the strange craft. "Good luck," he says 
"Aiwa nasci korliri das" 

You frown and ask him what that last bit means. 

He smiles. "If s an old Martian warning. It means, 'Keep your powder dry.' 

75) Head Crusher says, "Thank you. Go to the Atchison's tent and tell 
them LADYBUG." 

76) Charmaine takes the Bloodstaff from you and her face lights up. 

You clear your throat. "We've done our part," you say, "now do yours. We 
need to find this character Max before all of Vegas is overrun by these killer 
robots." 

"Ah, yes. Max," she croons, "that strange flunky for Faran Brygo. You 
probably don't know that he is a robot." 

The news hits you hard. "Things keep going from bad to worse," you 
mutter. "Outlaws, Blood Cultists, Killer Robots, Bomb Worshippers, and 
now Cyborg Robotnappers! What next?" 



Waste* end" 

H » < l» 

She inserts the Bloodstaff into a secret compartment and turns it. You hear 
a low groan, as if some new doors were opening up. "The way is now clear 
for you," says Charmaine. "If you survive your encounter with the 
Newmen, look me up in a couple of months I might have another mission 
for you." 

You grumble and take your leave. 

77) A pair of Blood Guardians flank a complex control panel, the likes of 
which you've not seen before in the Wasteland. One of the guards looks at 
you and hear him mutter "infidels" under his breath. Beyond them you see 
a large area of painted floor that looks very much like a giant chessboard, 
but you can't begin to guess at what it might be for, or what it's doing in 
the middle of a temple. 

78) The Martian Warlord hands you a Firelance and some Verchitin armor. 
"I know you'd much prefer a Red Ryder Ranger Model Air Rifle with a 
compass in the stock, but this is the best we can do." H e waves you toward 
the Ornijetcopter and says. "Wodpre rashi Kama das." 

You frown, "What?" 

He blushes purple. "It's an old Martian wish from one warrior to another. It 
means, 'Keep your powder dry.' 

79) You've entered a room where dozens of drills and saws are singing an 
earpiercing song. Blue and white sparks jump from welders and cutters, 
dropping to the ground to bounce out their brief lives. A robot torso passes 
before you as it lumbers its way across the room on one of the countless 
conveyor belts. Even the robot repair area looks in need of repair, with the 
roof and wall supports laying exposed. In the far corner you notice a 
square-shaped room. 

80) "Irwin J ohn Finster, he runs Project Darwin. He still thinks the world's 
like it was before, you know?" 

81) The Ornijetcopter takes off on an azure tongue of flame and shoots 
toward Phobos Suddenly, out of the brown shadow of Deimos, three 
Serpioid fights stoop on your craft and fire their missiles. You crafter 
shudders under the impact. The blast rips the cockpit away and shreds the 
control beyond any chance of repair. With black, choking smoke pouring 
from the cockpit, the Ornijetcopter spirals into the dense Phobosian jungle! 

82 ) The impact of craft hitting planet jars everyone aboard and, if not for 
your Verchitin armor, all of you would surely have perished. Suddenly the 
door to your craft opens Standing there, dressed in a spotless while suit, is 



Wasteland" 

Irwin J ohn Finster. "I suppose," he says, "I owe you an explanation." 

83) The pit boss sends a stream of brown saliva from between his front 
teeth to the tip of your boots He slowly sucks on the tobacco pocketed 
between his cheek and gum as he continues to eye you. Working a finger 
into his mouth, he scoots the chew around and finally breaks the silence. 
"See Crumb, the manager," he says with a long drawl. 

84) In the shadow of an enormous satellite tracking dish stands the old 
man. Over 100 years old, he is still vigorous and bright of eye, although he 
rambles incoherently at times. The farmers remove their hats as they 
approach and wait for him to speak. Frowning, deep in thought, he stares 
at what appear to be the remains of a 15-foot tall carrot. He holds a long 
shaft of broken metal in one hand and mumbles something about wascally 
wabbits that he had beat away with his best rake. 

Miguel explains that you have come to help. The old man studies your 
weapons, and tells you that he doesn't think your peashooters will do any 
good against your armored varmints, but that you're welcome to try. If you 
succeed, he wants you to come back and see him. There is something he 
would like to show you. 

Free to roam the veggie field, you head towards the carrot patch. From a 
distance, you hear the old man warn you, "Watch out for Harry, the Bunny 
Master!" 

85) You know the Guardians to be strange collectors of old items and as 
xenophobic fools who would not hesitate to kill strangers without ever 
seeing the whites of their eyes. You've learned that the flags are in place to 
mark the closest an outsider may approach the walls without being 
attacked. 

86) "The Head Crusher likes visa cards." The man smiles. "He slathers 
peanut butter on them and eats them." He shakes his head. "Weird, but 
then most everything is weird out here - present company excepted, of 
course. " 

87) The room is empty except for a small, square room in the corner. 
There is an oval pattern on the floor that reminds you of alien eggs just 
waiting for you to examine them too closely so they could explode in your 
face. You hesitate, but then get on all fours to study the pattern more 
closely. 



Wesddend" 

88) "Finster forced all the sick ones out, to prevent the spread he said, but 
it just leaves them to die without help," grumbles the bartender. 

89) Finster sits down on a Phobosian tree. "At birth the Serpioids captured 
me and educated me to be a spy against my fellow humans I rebelled, but I 
cannot strike them directly." His hands shake. "You have to understand. 
Their queen is my sister!" 

90) Faded but visible, you see a map tacked on the wall of the area before 
the war. You see a small star that roughly corresponds, as nearly as you can 
tell, to the base you now stand inside. Almost directly south you see a 
second star, and directly west, at the map's far edge, you see a third star. 

91) Dr. Franklin Beams's personnel file flashes up onto the screen. Aside 
from a large amount of test scores and other data, an occasional paragraph 
of interest slides by. One that catches your eye reads, in part, "Dr. Beams's 
assessment of Edsel's obsessive behavior concerning the computer and Al 
just works as another nail in Edsel's coffin. The faster I can get him out 

of here, the better. Let Cochise's boss deal with a fully-aware computer." 

92 ) Head Crusher says, "Thank you. Go to the Atchison's tent and tell 
them LIZARD." 

93) The diary talks about the last days during which the satellite facility was 
operating. "Las Vegas is still intact. Needles wasn't damage by bombs, but 
some flooding occurred when the river level rose. Quartz suffered some 
damage." In hurried script, the last diary entry reads, "We're abandoning 
the satellite installation so we can join the farmers out at the Ag Station 
and defend the world against the newest threat ... the invasion from Mars!" 

94) A speaker crackles. After a flourish of trumpets you hear: "You have 
the privilege of an audience with His Brightness, the Supreme Commander 
of the Mushroom Forces, Western Sector. Unfortunately, our Great Leader 
is away on urgent business Aware that you will require aid in your holy 
assault on the infidel Temple of Blood to steal the Blood Staff, he has 
opened our armory for your use. Take all you need. If you fail in your 
quest, you may return here to commit ritual suicide. 

95) "Things have been rather nasty in Quartz," you are told. "One of the 
larger desert bands, led by a guy called Pedros has taken an intense interest 
in, ah, civic affairs. He even calls himself 'Mayor'. Normally a town of our 
size could drive them off because the bandits don't try all that hard when 
attacking, but this time they hit us with a vengeance. It's almost like they 
don't want to remain in the desert." 



Wasteland" 

D » < [+ 

96) Three Card Monty is played with three cards; one is a queen and the 
others are 10's The dealer shuffles the cards and places them face down 
on the table. The player then has one guess to pick out the queen. The bet 
is $10. 

97) You leave the weeping Finster behind at the crash site. You can 
sympathize with him, and would have preferred to have him helping you, 
but you can understand his reluctance to face his own flesh and blood. Still, 
his heart is in the right place. Onward you trek to destroy the Serpioid 
base, and try to redeem Finster's soul. 

98) The Brakeman tells you, "Take this visa card and give it to Head 
Crusher in Quartz." As the Brakeman passes you the card, the sunlight 
catches the skull and crossbone hologram and glints brightly. You slide it 
into your breast pockets as he turns and leaves without another word. 

99) Faran Brygo's office is modest, yet clean and pleasant. Two guards, 
one tall, blond, and stern looking, the other shorter and stockier, flank the 
desk. Brygo, a dark, handsome man, smiles at you. "I understand you want 
to speak with me, gentlemen?" 

100) Maj. Peregrine Cite's personnel file flashes up onto the screen. Aside 
from a large amount of test scores and other data, an occasional paragraph 
of interest slides by. One that catches your eye reads, in part. Peregrine 
accurately assessed the security problems with the storage area. While the 
base is not meant to be an armed camp, his precautions are well noted and 
should provide a surprise for unauthorized personnel operating in the 
base. " 

101) Lt. Russell Heller's personnel file flashes up onto the screen. Aside 
from a large amount of test scores and other data, an occasional paragraph 
of interest slides by. One that catches your eye reads, in part, "I thought 
Heller would be a discipline problem, but he's not. His jokes relieve the 
tension as we work to finish this base. Others worry about the news that 
Edsel's new computer helping to finish Cochise all by itself, but Heller 
shrugs it off. 'Who wants to work with someone who won't sit down for a 
cold beer after the work's done anyway?' Perhaps mankind does stand a 
chance against superior machines." 

102) The Serpioid ambush almost takes you by surprise. The Serpioids rise 
up from the underbrush, which you ignite with your Flamelances, but their 
tactical advantage spells doom for you. Their advantage evaporates, 
however, when Finster appears and launches himself at the Serpioid leader. 
Finster's kick snaps the Serpioid's head back and drops him where he 
stands. The battle begins and energy weapons burn to life around you. . . 



Waste* end" 

103) The Mushroom Bishop explains to you, "I sent out my second-in- 
command to look into a series of murders." You notice the bishop 
nervously twisting a ruby ring around his finger. 

104) The pamphlet contains two tips for the wise: "(1) Buy an AK-97 
assault rifle. (2) If there's someone hanging around your neighborhood you 
don't know, shoot him." 

105) "No," Finster shouts "We can't take any more time to skulk around. 
We've got to go straight in. Don't worry, I know the password. It is 
TRAITOR!" 

106) Your savage attack blasts away the enemy pillbox and you pour into 
the heart of the Phobos defense. Finster blasts a control panel. "Perhaps, 
with their defense system down, the Emperor can aid us" 

107) You lift up Louie's lifeless wrist to look at his gold ID bracelet. 
Twisting it over to view the underbelly, you see "27" etched on the dulled 
surface. 

108) Hidden panels in the walls drop away and Serpioid snipers open up 
on you. Your Firelances rake the ambush ports with murderous sheet after 
sheet of flames and you hear the screams of Serpioids as they reel away in 
death. 

"Finster, look out!" one of you screams, but it is in vain. A pit opens 
beneath his feet, and he vanishes 

A vile female voice fills the corridor. "Leave now, earthmen. You cannot 
save him or your planet. At least save yourselves." 

109) The wall map is covered with scribbled remarks that are virtually 
unreadable. A star over one building in the southeastern section of town 
has the legend "Bar - trouble spot" scrawled over it. A skull decorates 
another building in the central-eastern portion of the town. The word 

H IDEOUT covers it. An arrow leading from the word draws attention to 
another building diagonally to the southwest, though it has the word 
SEKRET painstakingly written beside it. 

110) The Hobo guzzles Snake Squeezins the way an assault rifle gobbles 
bullets. H is eyes glaze over and his voice deepens. "Those who guard the 
past guard the secret to immortality." 

111) "Don't get your hopes up. We have to deal with the Bloodstaff 
murders first." 

You frown. "What murders?" 



315 



Wasteland" 

The robot clerk squints at you. "You mean you're not here about the 
murders? People are found dead, drained of blood. We think it's some 
mutant vampire or something from the desert." He looks at you very hard. 
"How do I know you're really Rangers? J ust you keep your noses clean in 
my town, hear?" 

112) The glowing torchlight flickers across a horrid scene. Men in torn and 
blood-spattered robes struggle against the ropes binding them to massive 
steel tables. The tables slope down at the head and a catchbasin at the 
lowest corner is used to collect the dark flow of blood dripping from the 
small wounds cut into each writhing victim. 

Priests rush from one table to another, gathering buckets the way a dairy 
farmer gathers the bucket of milk from his cows. They pour the smaller 
quantities of blood into a hole in the floor, but you cannot tell where the 
dark fluid drains away to in this dim chamber of horrors. 

113) "Where did you find that? Oh my god, you've found the thief. Where 
is he? Tell me, I must know!" 

1 14) "Well, victims get red-faced and all delirious" The bartender shakes 
his head. "It's really odd." 

115) Without Finster and his knowledge of the Phobosian Citadel you can 
only stumble around blindly. You slink through corridors and around 
corners, easily avoiding the inattentive Serpioid sentries. Then you catch a 
flash of white from a window and, for a half second, you see Finster. 

You blanch. The building he's in bears the legend "Ministry of Genetic 
Rehabilitation." 

116) Gunfire rips the Master Geneticist in half. You slit Finster's bonds. 
"We must hurry," he urges. "The final invasion begins in an hour!" 

117) The H obo quickly drains the bottle of Snake Squeezins and drops into 
a trance. Then, uttering each word metronomically, he says, "A steel storm 
threatens the City of Gold." 

118) You see an empty room with a small square room in the corner. On 

the floor is an intricate diamond pattern. You remove a magnifying glass 
from you back pocket, get down on all fours, and begin to carefully study 
the pattern of dots. 

119) Fat Freddy turns the ring over in his thick hands A smile creeps into 
his face like scum over stagnant water. "I don't believe it. You actually were 



Waste* end" 

foolish enough to kill him." He stares at you with piggish eyes "You are 
obviously too dangerous to live." 

120) Finster points out the window. "Dive for cover!" he screams You look 
up, then suck tile as a kamikaze Serpioid in a fighter corkscrews down into 
the hangar where you have taken cover! 

121) The bartender frowns. "Now much news since the plague forced 
Finster to isolate the base." 

122) Three Card Monty is played with three WWII generals. One pretends 
he's Montgomery, while the other two are Bradley and Pattern. A German 
player then tries to figure out which one will lead the invasion. If he guesses 
right, the Fourth Reich gets to start with bases in Germany, France, and 
England. 

123) You peer at him over the top of your sunglasses As you cock your fist 
to counsel him on the error of his reticent ways, he blurts, "The password 
isTHERMODYNAMISM!" 

124) You see written here: "The launch code is MOTEKIM." 

125) The explosion rips the hangar apart, but a force shield projected from 
Finster's belt holds off the ocean of fire washing through the hangar. 
"Quick," he yells, "get to the fighter over there. We've got no time to 
waste." 

126) Felicia smiles as you cut her bonds She nearly falls as she makes her 
first attempt to stand up. "Don't worry about me," she says. "Ace is being 
kept in the cells" 

127) You unravel the message from the leg of this massively strong pigeon. 
"Boss," the note begins, "I've tracked the bum to Needles There's lots of 
ruins and abandoned buildings here, so the search is not easy. I know he's 
hiding in one of them and I hope I can find him before someone else does 

I don't know if we want his information to fall into the wrong hands Oh 
yeah, there's Rangers about, so it looks like things actually can go from bad 
to worse." 

128) The Hobo finishes the Snake Squeezins in record time and smiles 
wisely at you. He burps. "One man's dream is another's nightmare, but a 
machine's dream is everyone's nightmare." 

129) "Faran must have sent you to look for Max. Last I knew he was 
headed for the sewers. He built a special key to get down there. If s called a 
Sonic Key. Don't confuse it with the four keys of the Citadel. Max made a 



317 



Wasteland" 

«l > 

couple of them and told me that he was hiding one somewhere in the old 
golf course. Didn't tell me where, though. Didn't do him any good, either. 
The Newmen grabbed him before he could do anything. If you return to me 
the Bloodstaff from the Mushroom Church in Needles I can show you the 
way. Tell the bishop DIPSTICK." 

130) You're drawn into a large room filled from floor to ceiling with 
countless computers. The flashing lights and video screens bring the room 
to an eerie life. Through the glow of colors, you spot a small square room 
in the far corner. 

131) Once the introductions have been made, the Big Boss pulls out a box 
of grenades and passes them around, all the while explaining that it is his 
special blend, made somewhere further north. When everyone is 
comfortable, and the bodyguards have taken up unobtrusive positions 
behind you, he begins to talk. 

"One of my men is missing. We don't think he's dead, because he's too 
valuable to kill. We think some other group in town has grabbed him, but if 
we don't get him back, the whole town will probably be overrun by these 
damn death machines that have started to appear. He's the only one in 
town with the scientific know-how to fight them. For example, he's the one 
who thought of the landmines, and they've destroyed more robots than 
anything else in town." 

Brygo reaches into his desk and brings out a drawing of a rather ordinary 
looking man. "This is Finster," he explains "He came to us about a year 
ago from the Wasteland to the east. He was the greatest hand-to-hand 
fighter we'd ever seen and he also seemed to know a lot about the science 
from before the War. H e didn't remember where he came from - at least, 
that's what he told us. I quickly made him my right hand man." 

"When we began to hear rumors of death machines coming out of the 
west, and especially when the first of them reached the Vegas borders 
several weeks ago, Finster grew frantic. He began to talk crazy, about how 
all life was in peril, and how only he could save us He said he needed 
special equipment, and that someone near Vegas should have it. I should 
have put a guard on him then, but instead, I decided to send Ace out to 
look for help. One night Finster disappeared. We've been looking for him 
ever since without success. Now I've lost my best man, and things are 
getting worse. Newer and stronger robotic death machines are appearing 
all the time. If we don't find Finster soon, even a fortress like this may not 
be able to hold out against the death machines. Go see Charmaine in the 
Mushroom Church. Tell her I sent you and she may be able to help." 



Waste* end" 

H > < l» 

You nod your head." Yeah. We've tangled with some of these death 
machines before, and whoever's making them has gotta be stopped. Got 
any clues?" 

"There are two other power groups that we know of here in Vegas Fat 
Freddy runs the criminal element. He'd like to take over my position. 
There's also the Servants of the Mushroom Cloud - religious fanatics who 
won't be happy until every person in Vegas has been converted to their 
own poisonous religion. There may be others. Vegas is a big town. But 
those are the ones we most suspect. I need you to go find Finster. What do 
you say? Will you do it?" 

The Desert Rangers huddle for a few minutes. From the veiled looks and 
secret gestures you've intercepted between Brygo and his men, it's obvious 
the only way you'll get out of this room without a fight is to take the 
assignment. Besides, your curiosity has been aroused. You are sure that 
Finster knows a lot more than he has told Brygo. If you want explanations, 
he's the man you'll need to see. 

"All right," you tell the Boss, "we'll find him if he's findable. We may have 
to leave Vegas to do it. In the meantime, you try to hold out here." 

The Big Boss stands up, shakes your hands, and wishes you all luck. Then 
he shows you the way out. 

132) A growl rumbles from the bartender's throat. "The Martians forced all 
the sick ones out, to prevent the spread they said, but it just leaves them to 
die without help." 

133) Each of you mans a gun station as the fighter bursts from the flaming 
hangar. Fingers tighten on triggers and massive energy pulses coax sour, 
ozone vapors from the atmosphere. You blaze away at the swarm of enemy 
fighters whirling around you. Your shots blast the Serpioid ships apart, but 
the horde of them looks too great for even you to defeat. 

Suddenly the fighter lurches to a stop as a blue-green light bathes it. The 
wings disintegrate and Finster screams, "Tractor beam. Their command 
ship has us!" 

134) "Thaf s a brilliant plan!" Finster exclaims. "You'll get a promotion for 
that one!" 

In accordance with your plan, he cuts the engine back and the tractor beam 
drags you quickly toward the floating Citadel that is the Serpioid flagship. 
Then as you grow close, Finster punches the afterburners and your ship, a 
fuel-laden bombs, dives in at the flagship. 



31? 



Wasteland" 

"Hope your force field holds, Irwin," you laugh. 

He swallows hard. "My power level is too low. We're going to die!" 

135) Finster huddles with the rest of you in the corridors of the flagship. "If 
not for your quick thinking and linking my power belt into the fusion engine 
on the ship, we would have died. Now we've crippled the flagship. We have 
won!" 

"No," you remind him. "It won't be over until your sister is dead!" 

136) The darkened cell reeks of decay. You take a step inside and feel 
something slick on the cell's floor. You stoop and touch it, then recoil as if 
burned. The empty cell is full of blood! 

137) The bartender sighs "He was working in the base as a janitor. Now 
he's real sick." 

138) A squad of Serpioids fills the hallway. "Come, Rangers," the leader 
invites. "Come and die." 

139) High/ Low is a game played with two dice. The player rolls a die and 
the dealer rolls a die. If the player rolled higher than the dealer, he wins. 
The bet is $10 per roll. 

140) "He wandered in from the desert to study here. He talked with Finster 
but got sick before he got a job." 

141) Snake Squeezins drip off the H obo's chin as he drains the bottle. H is 
eyes grow distant and his voice drops an octave. "To the mother who 
speaks in riddles comes a child of promise. Aid her and aid justice." 

142) You stoop and recover your African Throwing Knives from the 
Serpioid bodies You grin at Finster. "I'm going to skin one of these things 
someday, and make me a pair of boots." 

143) You unceremoniously rip the bracelet from Hewey's limp wrist. 
Rubbing it against your chest several times to remove the blood, you see 
"13" engraved on it. 

144) You can hardly believe your eyes Here, in the middle of the Guardian 
Citadel's fourth level, you stand before the object of five year's search. You 
remove your gloves and gently run your hand over her belly, fighting the 
temptation to throw yourself entirely against her. Slowly, you take several 
steps back. Unable to resist it any longer, you blurt triumphantly to the 
crew, "The Titanic! What a find!" 



Wasteland" 

145) This paragraph can be reached from no place in the whole adventure. 
We know who you are, and we will get you for reading this paragraph. 
Expect it most when you expect it least. 

146) The bartender leans forward. "Darwin was a science base a long time 
ago. Supposed to be hush-hush, but I grew up in its shadow, so..." 

147) You flip the lifeless Hewey onto his back with the toe of your boot. 
After you rummage through his pockets, you start removing his jewelry, 
having a particularly hard time working the ID bracelet over his swollen 
hand. You finally separate it from the dearly departed that pops the bracelet 
off. Flipping over the bracelet, you read only the etching of "11". 

148) The Hobo lowers the now empty bottle of Snake Squeezins and stares 
at you with glassy eyes. "Destroy the wombs and destroy the threat." He 
then passes out. 

149) "Hi. They call me Crumb," he says with a nod of his head. After he 
exchanges handshakes with everybody, he tells you, "See Faran Brygo. 
He's my boss. Be sure to use the password CLOVER." As you leave, he 
yells, "Tell him I sent you!" 

150) "Where did you find that? Oh my god, he must be dead. The 
Bloodstaff was stolen from here and I'll generously reward you if you find it 
and bring it back. Last I knew he was going back to downtown Needles." 

151) Your mouth dries instantly. Perched within a weightless bubble of 
blood, Finster's sister laughs derisively. "Come so far just to die. Poor little 
men. Your world is lost." 

152) The hastily inhaled Snake Squeezins dull the Hobo's eyes and deepen 
his voice. He tells you, "A body is only a box to keep your mind in." 

153) "Not by a long shot," you scream at her. You flick the charging level 
of the needle rifles you found earlier. "Eat hot slivers of death, witch." The 
deafening roar of your assault swallows any comment she tries to offer. 

154) As you gently thumb through the brittle pages of the little black book, 
you notice a list of names and phone numbers, some of which have four 
stars next to them. At the bottom of the last page you notice some unusual 
text: "The launch code is ATOM." 

155) You unceremoniously rip the bracelet from Dewey's limp wrist. 
Rubbing it against your chest several times to remove the blood, you see 
"16" engraved on it. 



Wasteland" 

«) » < l» 

156) The Snake Squeezins vanish into the Hobo faster than water 
evaporates in the desert. The Hobo smiles quizzically, his eyes get a distant 
look, and he burps. "Trust the one born beneath the battlefield." 

157) Finster and his sister stand over your dead bodies. "The fools should 
have realized," she says, "those were my weapons Having them explode 
when used against me is easy." 

Finster smiles "They were more foolish than that, Lucretia. They actually 
trusted me." The twins' laughter echoes in your dying ears for an eternity. 

158) "Where'd you get that ring?" the detective demands "I think his 
Holiness is looking for that thing." 

159) She beckons you to come closer, the shining three-inch red nail on 
her index finger mesmerizing you closer and closer. Pushing the hair away 
from your ear, she whispers, "Ugly's bomb disarm code is 31-17-54-07- 
99." 

160) Snake Squeezins lubricate the Hobo's throat and loosen his mind to 
travel places unknown to the sane. "Man before wife, save a life." 

161) You study the torn piece of paper in your hand. Originally written in 
red ink, the text has turned into large fuzzy blotches of pink. Though 
mostly unreadable, you make out the word MUERTE followed by 

H IDEOUT:TH ANATOS, butTHANATOS has been scratched out and 
MORS has been written under it. 

162) The coppery-skinned youth smiles "I come from the J unkyard Village. 
My father is the J unkmaster and he'd be very grateful if you would return 
me to my home." He looks down at his feet. "I understand, though, if you 
do not want to take me home. You are the mighty Desert Rangers who 
have destroyed the Guardians of the Old Order, so you don't need any 
help. Still, my father knows where your enemy lairs" 



Wasteland" 



COMMAND SUMMARY 



IMPORTANT: Wasteland is a dynamic game and it's very important 
that you understand how it saves and keeps track of the game. The 
game changes as you play and updates changes to the disk 
permanently. If you take an item, it won't be resurrected just because 
you leave and return. 



The game takes place in many locations. As you explore, you'll often be 
asked "Enter New Location (Y/ N)?" If you answer "yes" the game will save 
any changes to that location, your party's status, and become your new saved 
game locations. If you switch to another location to view a disbanded party, 
the statuses of all parties are saved. You should Save the game before ending 
each session of play. Then when you go to play again you can pick up where 
you left off. However, if your computer has somehow shut down before you 
could Save, the computer will search for the last place it saved. This way, 
you're unlikely to lose any important recent acquisitions. What can you do if a 
character dies? DO NOT ENTER A NEW LOCATION OR SAVE THE GAME! 
Turn off your computer and reboot, and your character will live again, but 
without anything they acquired since you last saved. If all the characters die in 
the midst of general carnage and mayhem, your computer will state the 
obvious: "Your life in Wasteland is over." Don't get depressed. J ust reboot and 
the game will return your characters to either the last time you saved or the 
last time the game map changed. (This assumes, of course, that there's 
something to return to.) 

Time and Distance 

Wasteland's maps vary in scale. The desert map contains the city maps 
which in turn contain maps of buildings and underground locations. In combat, 
distances may seem a bit off for the map you're n, but these are tactical 
distances, valid for combat only. 

Because the maps differ in scale, time passes differently on them. A single 
keystroke will move you one space both in the desert and in a building, but the 
amount of time each move takes is different. Time passes more quickly during 
overland travel, which the game takes into account for healing and 
deterioration purposes. And remember that time passes for both the main 
party and disbanded characters If you send a disbanded character off to find a 
doctor for an injured comrade, that comrade will keep on bleeding. 



Wasteland" 

«) » « {» 

If you want time to pass without moving your party, press <ESC> or place 
the mouse icon directly on your party and press the mouse button. If you wish 
time to pass more quickly, hold down the <ESC> key or keep the mouse 
button depressed. 

Reviewing Messages 

Wasteland involves a great deal of text. This text includes the descriptions 
of your surroundings, descriptions of non-player characters, clues, and 
references to the Wasteland paragraph section included in this manual. If you 
wish to refer back to or review a previous message, press the Pg Up key and 
keep it depressed until the desired message appears. To return to the most 
recent message, press the Pg Down key and keep it depressed until that 
message reappears. 

Selecting Options 

Whenever you need to select an option, press the first letter in that option 
(unEquip is the exception; in this case, press E) or click on it with your mouse. 

Whenever you need to select an item, skill, or attribute from a list, press its 
number or click on it with your mouse. To scroll through a list, use the up and 
down arrows, the left or right arrow, the I key to scroll up or the K key to 
scroll down, or use the mouse to click on the next option or click on the up or 
down arrows on the right side of the option window. 

Movement Commands 

There are three ways to move your party: Use the cursor keys, the mouse, 
or type I to move up, J to move left, K to move down, or L to move right. 
When you use a mouse, a directional arrow will appear on the screen pointing 
forward, left, right, or backward. Move the mouse in the direction you want to 
go until the directional arrow points in that direction. Then hold down the 
mouse button to move in that direction. The Spacebar toggles the view of the 
party roster on and off. 

Ranger Center 

The following options appear at the bottom of the screen when you're at 
Ranger Center. 

C reate Creates a character 

D el ete Deletes a character 

Play Begins play outside Ranger Center 



Wasteland" 



Non-Combat Commands 

Except during combat, you can use the following commands by pressing 
the first letter of the command or clicking on it with your mouse. 

Use a skill, item, or attribute 

Simulate an encounter. This calls up combat commands. 



Enc 
which 



Order 

Disband 
can 



View 
Save 

the 

Game 



Radio 
earned 



you can use to initiate combat or use the H ire command to 
hire a non-player character into your party. 

Establish a new party marching Order. 

Disband the party into two or more groups This command 

also be used to permanently dismiss a Non-Player Character 
from your party. 

Alternate the View between two or more groups. 

Save the game. When you use the Save command, the 
computer will ask "Save Game (Y/ N)?" If you answer "yes" 

computer will save the game at that point and ask "Quit 

(Y/ N)?" If you answer "yes" the computer will return you to 
the DOS screen, and if you answer "no" the computer will 
continue the game. If you answer "no" to "Save Game 
(Y/ N)?", the computer will still ask "Quit Game (Y/ N)?" If you 
answer "no" the computer will continue the game. If you 
answer "yes" the computer will return you to the DOS screen, 
and the next time you reboot the game, it will start at the last 
point you saved. 

Radio Ranger Center to see if any party members have 



promotion. 

P ri nt Prints party information when the roster is displayed. 

<SH I FT^# Call up the Use command for a specific character. 

<C0NTR0L^R Reorder items and skills for a selected character when those 
menus are displayed. 

PgUp & PgDn Scrolls through the messages at the bottom of the screen. 



Wasteland" 

«) » l [» 

Combat Commands 

Note: Some weapons have a limited range in combat situations Contact 
weapons, such as knives, axes, fists, etc., are ineffective against opponents 
more than 14 feet away. Attacking opponents more than 14 feet away 
requires projectile weapons, such as throwing knives, pistols, rifles, etc. 

When you engage in battle, choose from the following options by pressing 
the command's first letter or clicking on the command with your mouse. 

Run Move party or individual character one space. 

Use Use a skill, item, or attribute. 

H i re H ire a Non-Player Character to join your party. 

Evade Evade an enemy. 

Attack Attack an enemy. 

Weapon Change Weapons 

Load/Unjam Load and/ or Unjam a weapon. 

<SPACEBAR> Show map of immediate area during combat. 

<C0NTR0L> A Show list of enemy groups and their distance from the party. 

This will only work with player characters, not hired NPCs, and 
only when your foes are within range of your weapons. 

<E S C > C ancels co mmands 

To speed the combat scrolling rate, press the up arrow key on the 
keyboard or click on the "fast" command on the screen with the mouse. To 
make it slow, press the down arrow key on the keyboard or click on the 
"slow" command on the screen with the mouse. 

Viewing Characters 

Enter a character's number to view their statistics. The options you can 
use in this mode are: 

From the first screen 

Pool Pool all the party's cash and give it to the character you are 

viewing. 

Div Cash Divide cash evenly among party 

<E S C > C ancels co mmands 

(Press <enter> to go to the next screen.) 



Wasteland" 

«] > « {» 

From the second screen 

This screen shows what items the character has. Enter an item number 
and the following options will appear: 

Reload Reload weapon. (Only appears if you choose an ammo clip 

for 

the currently Equipped weapon.) 

U njam Unjam weapon. (Only appears if your currently equipped 

weapon is jammed.) 



Drop Drop an item. 

Trade Trade an item. 

Equip Equip or unequip an item. 

<C0NTR0L^R Reorder items. 

<ESC> Cancels commands. 



From the third screen 

This screen shows the character's skills 

<CONTROL^R Reorder skills 
<ESC> Cancel commands 



&3 
00 

=3 
Cl 



When prompted Y/ N, press Y or <enter> to accept the option. 
(Press <enter> to go to the next screen.) 



Macro Functions 

Macro functions condense the several key strokes needed to give certain 
commands into one key stroke. To create a macro function, press <control> 
and any one of the function keys, Fl to F10, simultaneously. A message, 
REC.MAC. (with a number 01 to 10 corresponding to the number of the 
function key you are pressing), will appear in the upper left corner of the 
screen; when it does, release the <control> and the function key again; the 
message in the upper left corner of the screen will vanish and the macro 
function will have been created. Pressing the appropriate function key 
thereafter will repeat the entire command or series of commands. (Example: If 
you want time to pass more quickly, press <control> and Fl and then release 
them when REC.MAC. 01 appears in the upper left corner of the screen. Now 
press <ESC> several times, and then press <control> and Fl. Every 
subsequent time you press Fl, time will pass as if you had pressed <ESC> 
several times A macro function can be erased by pressing and holding down 
<control> and pressing the appropriate function key twice.